Raising Armies
Manpower
By this concept, the regular army of Athens is not usually just levied from a existing and fixed body of men or recruited with monetary payments. Rather, the armies that can be drawn depends on the availability of able-bodied and the state of the armory. Please note again that here, army refers to the armies of the province and state, and not personal troops of characters or mercenaries.
In simple terms, an army may be raised from a region depending on its manpower. The manpower here is the amount of people that can be armed for wars in any region. This number can increase or decrease region-wise during the course of the game, depending on situations. The cap on this is 40% of the manpower in a single turn, i.e. you may only call to arms only 40% of manpower without any negative effects. Once a number is called to arms, it is deducted from the manpower and added only after the army is dispersed. However, the army raised also needs to be armed, paid, and fed to be able to fight.
Arms and Equipment
Here, arms refer to the weapons, armor, mount, and any equipment a soldier carried. When an army is raised, weapons and armor has to be commissioned to equip the army. These arms are however sent to the armory of the main city, whichever region they belong to. The soldier type is also decided by the nature of arms they carry.
Hoplite equipment: Mainstream infantry of the Greeks, comprised of the free citizens and rural subject of city-states. They are basically heavy infantry able to fight in phalanx formation.
Equipment : Bronze armor, hoplon shield, spear, xiphos blade.
Cost : 15,000 drachmas for 1,000 men Hippeus equipment: Mainstream cavalry of the city-states, comprised of citizens of comparative higher standing. Equivalent to the Roman equestrian, they were citizens able to provide their own war horse.
Equipment : Bronze armor, cavalry shield, lance, kopis blade.
Cost : 12,000 drachmas for 1,000 men Peltast equipment: Light infantry who can also fight skirmishes by hurling javelins into the enemy ranks. Very effective against slow moving troops, but no match for heavy armed soldiers.
Equipment : 3-5 javelins, pelt armor, shield, short blade.
Cost : 8,000 drachmas for 1,000 men Slinger equipment:
Equipment : Sling, dagger.
Cost : 3,000 drachmas for 1,000 men
Wages
These troops fought as duty for their state and do not require wages.
Feeding the army
They army that is raised will have to be fed. In territory controlled by Athens and allied territory, the army will be fed by the local populace. For neutral regions, you will have to purchase supplies for the army. In hostile regions, you may either purchase supplies or go foraging or raiding to feed the army. Note that this all depends on the skill of the general in this trait. Further, there is a cap depending on the region on how much soldiers can be sustained when living on it. This cap does not apply to an army on its home region since the soldiers are a part of that population.
Calling to arms
To raise an army from a city or region, the magistrate or archon ruling it can give a call to arms. Note that you can only call to arms 40% of the manpower safely in normal situations. During emergencies, you can simply waive this limit. Raising an army takes 3 days (RL time). This time includes equipping the men, mustering them, and the general practice before they go to war. In emergency, armies can be raised in a single day, however, the troops will be less efficient than normal ones.
Mercenaries
You may hire mercenaries for your campaigns in exchange for money. The benefit with mercenaries is that they provide for their own arms. Each mercenary company has a contract period for which they will serve your command. You may extend the contract for another consecutive term. For every extended term, the cost of the contract is increased by 25%.
However, mercenaries will constantly ask for annual wages. In case of defaulting of payment, a D20 roll will be made to decide any of the following outcomes.
Mercenary politely appeal to you for their wages - No loss incurred, and men wait for your word. Roll: 1-4. Mercenaries lay down the arms and return to their homes - Loss of contract. Roll: 5-8. Mercenaries take the default as their loss and wait for some change next time - Negative rolls to battles. Roll: 9-12. Mercenaries pillage the country-side to make up for their loss - Peasant rebellion possible, Assembly may even deploy state troops to put down your army and seize the arms. If deployed near foreign border during peace time, they will pillage foreign villages - Complaints against you to the Assembly and foreign troops may also put down your troops and seize their arms, war also imminent. Roll: 13-16. Mercenary attack treasury of local city or Athens, whichever near - treasury looted completely. Roll: 17-20.
Personal Armies
You may recruit men for serving your family as personal army. The starting cap for personal army for everyone is 500 troops of any type you wish. However, like regular armies, these men will also have to be armed, accommodated, fed, and paid.
Arms and Equipment
Same as for regular armies.
Wages
Personal armies will have to be paid too. The annual wages for personal armies is 10 drachmas per man. The sum will have to be paid from personal vaults. In case of defaulting of payment, a D20 roll will be made to decide any of the following outcomes.
Troops politely appeal to you for their wages - No loss incurred, and men wait for your word. Roll: 1-4. Troops lay down the arms and return to their homes - Loss of the recruits but no equipment loss. Roll: 5-8. Troops sell their arms to collect their dues and return home - Loss of equipment and recruits. Roll: 9-12. Troops pillage the country-side to make up for their loss - Peasant rebellion possible, Assembly may even deploy state troops to put down your army and seize the arms. If deployed near foreign border, they will pillage foreign villages - Complaints against you to the Assembly and foreign troops may also put down your troops and seize their arms, war also imminent. Roll: 13-16. Troops attack your treasury - you treasury looted completely, death of character at their hands also possible. Roll: 17-20.
Accommodation
Apart from wages, you will need to provide accommodation to your troops. Till the cap of 1,000 troops, the soldiers are considered to be provided in your personal lands. For more than 1,000 troops, you will need to upgrade your lands with the following structures to accommodation structures.
Small barracks: Houses 2,500 troops
Cost: 5,000 drachmas Large Barracks: Houses 5,000 troops
Cost: 7,250 drachmas Huge Barracks: Houses 7,250 troops
Cost: 10,000 drachmas Small Fort: Houses 10,000 troops
Cost: 12,250 drachmas Large Fort: Houses 12,250 troops
Cost: 15,000 drachmas Fortified Estate: Houses 15,000 troops
Cost: 17,250 drachmas
Feeding the army
Same as for regular armies.