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Field guide · patch 0.8.097

Warfare & Militia

The essentials, pulled from the field book and the game's own data.

Militia in Manor Lords is cheap to raise and expensive to lose. Every casualty is a worker who was also doing a job, so the goal is not just winning fights but winning them without losses.

Spears are the entry point. One iron ore becomes one slab becomes one spear, which makes a 100-iron deposit worth 100 armed men. A spear militia held in a defensive stance, standing still and facing the charge, clears raiders and bandit camps with no losses at all. Hold the line until every attacker has committed, then flip to aggressive.

Armour decides close fights, and armour is gated by housing tier: tier-1 plots supply helmets, tier-2 adds gambesons, tier-3 adds chainmail. A fully mailed 36-man regiment needs roughly 18 tier-3 plots behind it, which is why the food and variety work above is also military work.

Two structural notes for the first year. Create all six militia groups before building your first manor house, since the manor's retinue otherwise eats a slot. And hire dangerous mercenary companies before contesting a region. If you don't, the AI will, and you may face them instead.

Open the militia calculator

Lossless bandit clearing with spears

PHASE 1 · BEFORE CONTACT Defensive · standing still · facing the enemy → PHASE 2 · ON CONTACT Switch to AGGRESSIVE — damage spikes, line breaks them WHY IT WORKS Spear charge-reflex only fires if stationary + facing. Rested troops only.

Warfare & Militia

102Spear militia clears raiders and bandit camps with ZERO losses — defensive → aggressive switch.

Stand still, defensive stance, face the charge. Once every bandit reaches the line, flip aggressive.

smithy in Manor Lords
104Never fight tired — fatigued militia performs far worse. Rest before contact.

A tired regiment loses fights an identical fresh one wins

105Beat the 6-unit cap: create ALL SIX militia groups BEFORE building your first manor house.

The manor spawns a retinue that eats a slot. You only need to CREATE the groups, not fill them

lvl3house in Manor Lords
112Hire dangerous mercenaries BEFORE contesting a region — pause at each month start to check the pool.

If you don't hire them, the AI will, and you can end up facing 10–15 regiments in a single battle.

188Mercenaries keep billing monthly upkeep until you disband them.

The contract fee isn't one-time. Disband a company right after the fight to stop the drain.

189Don't let your home region's iron mine run dry before a second territory can cover tool production.

Running out of local ore stalls all tool production until a new territory covers it. Line up capacity there first.

mining pit in Manor Lords
227A bandit camp fields roughly 16 men — bring at least that many.

Turning up under strength turns a free influence payout into casualties you cannot replace, since every militiaman is a worker who was also doing a job.

harvesting field in Manor Lords
228Your first town level can grant a free shipment of spears and large shields.

Depending on settings, the first level on five plots hands you gear for about 20 spearmen. A whole bandit-clearing force before you build any arms industry.

229Raid a cleared bandit camp and pocket the gold — it is over 100.

That single payout covers more than a mercenary company's monthly fee, which means the first camp can fund the clearing of the second without you fielding your own people again.

231Archers will not fire through an ally locked in melee.

They hold instead of shooting, so archers parked behind your line contribute nothing once the lines meet. Angle them for a flank or open ground and they work; place them directly behind spearmen and they idle.

Read all 19 Warfare & Militia tips in the field book →

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