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:
| Component | Formula | Max Contribution |
|---|---|---|
| Culture aggression | Aggression × 5 | 35 (Cragborn at 7) |
| Garrison | Military NPCs × 4 | Variable |
| Prosperity | (Prosperity / 100) × 20 | 20 |
| Mercenaries | Mercs × 3 | 9 (max 3 mercs) |
| Training | 0–10 (trained drills) | 10 |
| Fortifications | Level × 5 | 20 (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:
| Role | HP | Damage | Combat Notes |
|---|---|---|---|
| Warrior | 140 | 20 | Front-line fighter |
| Shieldmaiden | 150 | 18 | High defense |
| Warchief | 160 | 22 | Strongest military role |
| Guard | 130 | 16 | Patrols at night |
| Captain | 145 | 19 | Commands guards |
| Scout | 90 | 16 | Fast, recon role |
| Temple Guard | 120 | 14 | Defends 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:
| Role | Base HP | Base Damage | Notes |
|---|---|---|---|
| Blacksmith | 120 | 18 | Strong melee |
| Miner | 100 | 15 | Decent fighter |
| Barkeep | 90 | 12 | Average |
| Innkeeper | 70 | 10 | Below average |
| Farmer | 80 | 10 | Common draft |
| Stablehand | 70 | 8 | Weak |
| Brewer | 60 | 7 | Weak |
| Fisher | 70 | 9 | Below average |
| Navigator | 65 | 8 | Weak |
| Prospector | 85 | 12 | Decent |
| Guildmaster | 75 | 10 | Average |
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:
| Parameter | Value |
|---|---|
| Cost | 5 gold per day per mercenary |
| Max mercenaries | 3 per village |
| Power per mercenary | 3 points |
| Availability | Always, 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:
| Culture | Aggression | Military Bonus |
|---|---|---|
| Cragborn | 7 | 35 points |
| Sunsworn | 3 | 15 points |
| Woodwardens | 3 | 15 points |
| Relic Keepers | 3 | 15 points |
| Deltaborn | 2 | 10 points |
| Tidefolk | 2 | 10 points |
| Hearthborn | 2 | 10 points |
| Meadowfolk | 1 | 5 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:
| Level | Type | Power Bonus |
|---|---|---|
| 0 | None | +0 |
| 1 | Palisade | +5 |
| 2 | Wooden Walls | +10 |
| 3 | Stone Walls | +15 |
| 4 | Fortress | +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.
Related Articles
- Villages & Cultures — culture aggression ratings that drive base military power
- Village Defense — defensive formations, traps, and fortification effects
- Conquest — how military power determines war outcomes
- Population & Growth — war casualties and their cascading economic effects
- War Instigation — manipulating village military strength for strategic advantage