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Parties

Every moving group on the map that is not an army in the field is a party, shown as an icon of its kind in its kingdom’s colour. Parties are hidden by the fog of war like armies. Each has a leader named for its home, such as “Caravan master Hugh Miller”.

Party Men What it does
Village cart 2 men, a wagon Takes up to 4 loads of the village’s spare grain and goods to market, in the morning only
Caravan 6 spearmen, 2 riders, 4 mules Trades between towns within 30 km of road; goes home after four stops
Tax convoy 6 spearmen, 4 riders, 2 mules Every 4 days, takes a quarter of a town’s coffers over 8 gold to its castle, if that comes to 4 gold or more
Dues convoy Grain wagons Takes a village’s harvest dues to its castle
Patrol 10 spearmen, 5 riders, 2 mules Calls at three places near its castle; rides down bandits and raiders
Retinue 4 spearmen, 4 riders A knight on his castle’s errands; fights any kingdom at war with it
Border raid 6 spearmen, 2 archers, 8 riders A castellan raids an enemy village within 15 km of road
Levy The village’s share Marches to the muster when the banners are called
Bandits 8 to 15 spearmen, 2 mules See Crime
Travellers See Travellers

Each town keeps up to two caravans out if it has 12 gold for the purse. Each castle sends one patrol at a time.

A party or army moves at its slowest member’s pace, beasts included:

Member Walk Sprint
Man 6 m/s 10 m/s
Horse 8 m/s 20 m/s
Mule 6 m/s 8 m/s
Cart 5 m/s 7 m/s
Driven herd 4 m/s 6 m/s

A marching day is 12 hours: 4.32 km on foot on a road at 6 m/s, and 8.64 km riding. Trees, marsh, snow, slopes and weather slow the march. Armies sprint to charge or to run for refuge until they are weary (0.6), and a beaten army sprints until spent. A sprint costs three times a march’s weariness. The Party screen shows the pace in m/s and km a marching day, and what slows it.

An army keeps to its train’s pace while the train is within 400 m. More than 1.5 km from its train, it goes hungry.

Parties travel by day, 6:00 to 18:00. In the afternoon one that will not be home by dusk makes for an inn, village or town, and at dusk one on the road camps or pushes on to a rest stop within two hours. Carts never camp. Raiders and messengers ride on through the night. Your own army camps only when you say so.

A party within 800 m of your army comes off the road as an ordinary army. When your army comes within 150 m of one, the meeting screen opens if the party is raiding or hostile toward you, or you are hunting it, or you marched at it. Friendly and wary parties going about their business pass by.

Choice What it does
Let them pass Closes the screen
Attack Falls on them; their goods and gear are spoils if you win. While you are free, this puts you at war with their kingdom for good
Trade Carts and caravans: buy and sell at the prices of the town they are bound for
Talk Travellers: hear their news
Rob them Travellers: take their coin and goods, at a cost to your renown

A party’s stance toward your realm:

Stance Who
Friendly A kingdom at peace with you
Wary Carts, caravans and convoys of a kingdom at war; keeps clear
Raiding Bandits, outlaws and border raiders of a kingdom at war
Hostile Other armed bands of a kingdom at war, and anyone hunting you

Your own stance, set on the Party screen, decides whom you stop for:

Your stance You stop for
Friendly Nothing more
Wary Every party of a kingdom at war with you
Raiding The carts, caravans and convoys of every kingdom but your own; enemy patrols hunt you
Hostile You fall on every party of a kingdom at war with you within 150 m, without a screen

Left click one of your banners to select it, then right click the ground to send a “march there” order, or another of your banners to join that army. X splits the selected army in two. The courier rides across the map, and the army acts only when the order arrives. A courier riding through an enemy band can be caught.

You see what your armies and towns can see: about 1.5 km over open ground, less in forest, at night or in bad weather. Your captain’s warfare widens it and an enemy’s stealth narrows it. When something important comes into view, time drops back to 1x for a moment.