Dragon Kingdoms - Official Guide
Army Management
Army Management

Unit Types

There are 7 different types of units in Dragon Kingdoms, as described below:

› I - Infantry

Infantry units are the backbone of a strong army. Infantry is very effective against Cavalry and is commonly used to counter cavalry charges. Infantry is, however, very ineffective in ranged combat, and thus has a huge disadvantage when forced to fight Archers.

› II - Cavalry

Cavalry is commonly used to scatter the frontlines of an opposing army, clearing a path for hordes of invading infantry. Cavalry has a huge advantage when fighting Archers, but remains ineffective when charging towards walls of Infantry, facing heavy losses.

› III - Archers

Archers are employed as ranged attackers, showering the opposing army with missiles. Archers are very effective against the loosely packed Infantry walls, but crumble under the charge of a properly organised Cavalry.

› IV - Light & Heavy Siege

Siege units are used to damage enemy fortification and structures in a siege or a raze conquest. They usually take the backseat in army battles, but are the 2nd most vulnerable units to enemy attacks. They can be easily disassembled or damaged during a battle, thus carefull planning is needed to preserve siege units until the siege can take place.

› V - Transport Units

Transport units are the most vulnerable type of units in Dragon Kingdoms. They have next to no defence and can be easily wiped out during an attack.

› VI - Special Units

Special units can be unlocked by completing Special Research. Effects vary with each unit. For more details, view details of individual units.

› VII - Ranking Units

There are two types of units which can be employed as part of a Military Army. They are Generals and Officers.

  • Generals - A military army must have a general to function.
    • An army without a general is automatically deleted (this is the best way to kill an army, but assassinating a general is very hard)
    • Generals increase training times of units
    • Generals gain GR (General Rating) points when they win battles. They can also loose GR points if they loose a battle.
      • › Below 5
        • No bonus to attacking
        • +0.5 army moral increment per turn
      • › Between 6 and 15
        • +5,000 attack bonus
        • +1 army moral increment per turn
      • › Between 16 and 30
        • +10,000 attack bonus
        • +1.5 army moral increment per turn
      • › 30+
        • +5,000 attack bonus per 5 rating points (bonus never exceeds 30,000)
        • +2 army moral increment per turn
  • Officers - Each officer can increase an army's defence by +0.5% when defending.
  • Furthermore, officers increase fitness gained per unit in army by 0.07%.

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Army Types

You can create and control three different types of armies, these are:

› I - Military Armies

This is the main force of your settlement. This kind of army can comprise of all kinds of units, from archers and infantry, to cavalry and siege. These armies are used to defend your settlement from invasions, or to invade other settlements. You can control the movement of these armies manually.

Military armies can be used on warring campaigns. However, constant food supplies must be sent to the army or you risk death of your soldiers due to starvation.

  • Military armies feed every 12 hours. Insufficient food can lead to moral loss and even deaths due to starvation.
  • If an army stays hungry for more than 24 hours, it will refuse to move.
  • An army can survive without food for up to 36 hours. If no food supplies have been arranged for more than 36 hours, the whole army starves to death.
  • You can employ ranking units for military armies.

› II - Mining Armies

Mining armies are created automatically when you start a new mining project. This kind of army consists solely of transport units, which are also known as caravans. The sole purpose of this kind of army is to travel to the mines to pickup the loot gathered by the miners, and to bring the loot back to the province warehouse. Once a campaign route has been set, these armies perform their tasks automatically upon each end turn phase.

› III - Trade Armies

Trade armies are similar to mining armies in that they consist solely of transport units. Once formed, these armies can be used to transport goods between settlements and even between armies.

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Army Movement

Armies move using Movement Points (MP). MP are generated automatically every hour as long as there are some units in your army. The rate at which your armies generate movement points depends on the speed of the slowest unit in the specific army.

With the exception of military armies, you cannot directly influence the movement of your armies. Once a campaign route has been set with specific orders, your trade and mining armies progress towards their destination automatically at each end turn phase. If your army runs out of movement points, it will not be able to move until it generates more movement points.

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Army Formations

You can choose from a variety of formations for your army. Each formation has its strengths and weaknesses, and the only winning criteria is knowing your opponent's strategy and formation.

Reading the table: Read from row to column, e.g. the first row in the Hedge Vs Hedge Formations shows challenger with a hedge formation, Archers in frontline, followed by Infantry and finally Cavalry. The opponent formation is exactly the same (1st column). Since both armies have the same formations, there are no preliminary round bonuses.

Preliminary rounds: Depending on how the challenger army formation matches with the opponent army formation, there can be up to 2 preliminary rounds. Preliminary rounds are bonus rounds which take place before the main battle, giving a huge advantage to one of the armies and helping reduce opposing army force considerably before the main battle. The biggest attack force does not necessarily win the battle.

Incomplete formations: Sometimes, you will choose the perfect solution to counter your opponent's strategy, but still face defeat. The reason behind this is very simple: A formation might not function as expected if some of the required types of soldiers are missing (infantry, archers, cavalry). For example, look at table I, Hedge vs Hedge formations, and locate the cross section for the formation pair c3-t2 (hover mouse over picture). According to the table, this formation would give an advantage to the attacker since infantry is strong against cavalry. However, if the attacker did not have any infantry in his/her army, the frontline would now consist of archers, and the opponent cavalry would trample over the attacking archers and gain preliminary round advantage. As a rule of thumb, remember that infantry beats cavalry, cavalry beats archers, and archers beat infantry. Also note that preliminary round advantages are not awarded if any of the armies only have one of the three unit types (i.e. only infantry, cavalry, or archers). In this case, the battle proceeds to the main round automatically.

I - Hedge Vs Hedge Formations

t1 t2 t3
c1

... unless army has different composition

Preliminary Round:
Advantage to challenger
  • x2.5 casualties on opponent cavalry
  • -7 opponent army moral
Preliminary Round:
Advantage to opponent
  • x2 casualties on challenger infantry
  • -7 challenger army moral
c2 Preliminary Round:
Advantage to opponent
  • x2.5 casualties on challenger cavalry
  • -7 challenger army moral

... unless army has different composition

Preliminary Round:
Advantage to challenger
  • x2.5 casualties on opponent archers
  • -7 opponent army moral
c3 Preliminary Round:
Advantage to challenger
  • x2 casualties on opponent infantry
  • -7 opponent army moral
Preliminary Round:
Advantage to opponent
  • x2.5 casualties on challenger archers
  • -7 challenger army moral

... unless army has different composition

II - Flank Vs Flank Formations

t4 t5
c4
Preliminary Round:
Advantage to opponent
  • x2 casualties on challenger infantry
  • -5 challenger army moral
c5
Preliminary Round:
Advantage to challenger
  • x2 casualties on opponent infantry
  • -5 opponent army moral

III - Hedge Vs Flank Formations

t4 t5
c1
Preliminary Round:
Advantage to challenger
  • x1.5 casualties on opponent cavalry
Preliminary Round 1:
Advantage to opponent
  • x2 casualties on challenger infantry
  • -3 challenger army moral IF preliminary round 2 does not occur
Preliminary Round 2:
Advantage to challenger
  • x1.5 casualties on opponent cavalry IF at least 30% of challenger army is infantry
c2
Preliminary Round:
Advantage to opponent
  • x1.5 casualties on challenger cavalry
Preliminary Round:
Advantage to challenger
  • x1.5 casualties on opponent archers
c3
Preliminary Round 1:
Advantage to challenger
  • x2 casualties on opponent infantry
  • -5 opponent army moral IF preliminary round 2 does not occur
Preliminary Round 2:
Advantage to opponent
  • x2 casualties on challenger archers IF at least 20% of opponent army is cavalry
Preliminary Round:
Advantage to opponent
  • x2 casualties on challenger archers
  • -5 challenger army moral

* Provided opponent cavalry makes at least 20% of the army, otherwise no preliminary round

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