Military System

The military system in Wanderfolk assigns every village a power rating (max 100) calculated from culture aggression, garrison size, prosperity, mercenaries, training, and fortification level. This score determines a village’s ability to defend against bandit raids, wage conquest wars, and project territorial influence.

Military Power Formula

A village’s total military power (max 100) is calculated from:

ComponentFormulaMax Contribution
Culture aggressionAggression × 535 (Cragborn at 7)
GarrisonMilitary NPCs × 4Variable
Prosperity(Prosperity / 100) × 2020
MercenariesMercs × 39 (max 3 mercs)
Training0–10 (trained drills)10
FortificationsLevel × 520 (max level 4)

Example: A Cragborn mountain village (aggression 7) with 3 warriors, prosperity 60, 2 mercenaries, training level 5, and palisade walls:

  • Culture: 7 × 5 = 35
  • Garrison: 3 × 4 = 12
  • Prosperity: (60/100) × 20 = 12
  • Mercenaries: 2 × 3 = 6
  • Training: 5
  • Fortifications: 2 × 5 = 10
  • Total: 80 (powerful village)

Military NPC Roles

Seven roles count directly toward garrison strength:

RoleHPDamageCombat Notes
Warrior14020Front-line fighter
Shieldmaiden15018High defense
Warchief16022Strongest military role
Guard13016Patrols at night
Captain14519Commands guards
Scout9016Fast, recon role
Temple Guard12014Defends sacred sites

War Support Roles

Two roles provide support during combat but don’t count as garrison:

  • Priest — heals wounded fighters during battle
  • Herbalist — provides poison-coated weapons and antidotes

Draftable Civilian Roles

In times of war, 11 civilian roles can be drafted into the military:

RoleBase HPBase DamageNotes
Blacksmith12018Strong melee
Miner10015Decent fighter
Barkeep9012Average
Innkeeper7010Below average
Farmer8010Common draft
Stablehand708Weak
Brewer607Weak
Fisher709Below average
Navigator658Weak
Prospector8512Decent
Guildmaster7510Average

Blacksmiths and miners make the best civilian fighters. Brewers and stablehands are liability drafts — only pulled in during crisis. See NPC Roles for the full list of village roles.

Mercenaries

Villages can hire mercenaries for additional military strength:

ParameterValue
Cost5 gold per day per mercenary
Max mercenaries3 per village
Power per mercenary3 points
AvailabilityAlways, if village can afford it

Mercenaries are a quick way to boost military power but expensive to maintain. A village spending 15 gold/day on three mercenaries needs a strong economy to sustain it.

Culture Aggression

Culture is the single largest factor in military power. The aggression rating (from Villages & Cultures) directly multiplies into the formula:

CultureAggressionMilitary Bonus
Cragborn735 points
Sunsworn315 points
Woodwardens315 points
Relic Keepers315 points
Deltaborn210 points
Tidefolk210 points
Hearthborn210 points
Meadowfolk15 points

A Cragborn village starts with 35 points of military power from culture alone. A Meadowfolk village starts with only 5 — they need large garrisons and strong fortifications to compensate.

Fortification Levels

Villages can be fortified to increase defensive power:

LevelTypePower Bonus
0None+0
1Palisade+5
2Wooden Walls+10
3Stone Walls+15
4Fortress+20

Fortifications are built over time as villages grow and invest in defense. Player actions (donating resources, completing defense quests) can accelerate fortification upgrades. See Village Defense for defensive structures and traps.