To protect provinces the player may hire (provincial) Guards (as opposed to Garrisons, which are units stationed inside strongholds or provincial outposts). A Guard is a special immobile army that isn't under the direct control of the player. The Guards' purpose is protecting the province in which it is stationed. In order to hire guards the player must acquire contracts; either unlimited amount through specific buildings or one-time contracts obtained as loot and through some buildings. Some random events may result in guards appearing in a province; for example: a Mob decides to "protect" a province.
Neutral provinces and locations have guards as well but they differ from the hireable Guards specified here, see Neutral Guards for details.
Notes[]
- Guards usually require resources to hire and maintain, but there are some for "free" (Gang of Thieves for example) but with the side effects (reducing province income and mood for example).
- There can be only one guard active in a given province. Hiring a new guard replaces the old one.
- Some guards may not be disbanded (like the Mob). To get rid of these guards the player may attack them with a Hero.
- There are several side-effects guards can impart on a province. For example, Foresters increase tax income from a province by 10%, Patrolmen reduce the province unrest growth rate, and Watchmen increase the spotting range (reduce fog of war).
- If province guards are attacked and lose they vanish from the map. If they win and lose some units, the HP will be replenished in time but dead units will not resurrect due to a bug (This is fixed by Fixers Vanilla Patch). Victorious guards gain experience like other units.
- Since some buildings restrict the availability of other buildings, it is not possible to hire all types of guards on a given shard, this might help you consider which building tree seems more attractive (thus making your decisions more complex).
Guard types[]
Abbreviations: g = gold
Name | Cost | Upkeep | Availability | Consist of (level) | Effect on province/notes |
---|---|---|---|---|---|
Adventurers | 50g | 4g | Inn (1) and Merchant Court (2), Contract Item (Level 2, Rarity 2), Event | 1 Healer (10) 1 Thief (10) 1 Shaman (10) 1 Goblin (10) 1 Orc (10) 1 Elf (10) 1 Dwarf (10) 1 Fairy (10) 1 Halfling (10) 1 Monk (10) 1 Guardsman (10) |
- |
Archer Militia | 40g | 4g | - | 2 Slinger (4) 2 Bowman (3) 1 Crossbowman (2) |
|
Armada | 400g + | 40g | Contract Item (Level 4, Rarity 4) | 6 Thug (17) 4 Executioner (15) 5 War Elephant (12) |
-3 Unrest growth rate |
Army of Chaos | 150g + | 10g 4 gems |
Contract Item (Level 4, Rarity 2) | 3 Imp (19) 3 Fiend (18) 3 Hellhound (17) 1 Demon (12) 1 Ice Demon (12) 1 Succubus (12) 2 Devil (10) |
-2 Mood -1 Population growth Cannot be disbanded -3 Karma |
Battlemages | 500g + 60 gems + |
20g | Tower of Night | 6 Shaman (12) 4 Sorcerer (15) 3 Magician (8) |
+30% Income -1 Mood -1 Population growth |
Breeding Ground | 220g + 50 gems + | 10g + 4 gems | Contract Item (Level 4, Rarity 3) | 4 Basilisk (13) 4 Giant Slug (13) 2 Hydra (9) |
-1 Population growth Only in swamps. |
Brethren of Light | 60g + |
5g | Abbey | 6 Militiaman (5) 3 Healer (5) 2 Monk (8) |
Units in the province recover an extra 10% of their hit points per turn. +1 Mood +2 Karma |
Brotherhood of Druids | 100g + 40 gems + | 5 gems | Contract Item (Level 4, Rarity 3) | 2 Fairy (15) 2 Dryad (12) 2 Pegasus (12) 2 Cleric (15) 2 Gryphon (10) 2 Unicorn (10) 2 Treant (9) 1 White Wizard (12) |
Units in the province recover an extra 20% of their hit points per turn. +1 Mood +2 Karma |
Brotherhood of the Eagle | 200g + 20 gems + |
12g | Secret Monastery | 8 Monk (9) | Units in the province recover an extra 10% of their hit points per turn. +1 mood +2 Karma |
Cavalry | 300g + |
15g | Cavalry Barracks | 6 Horseman (15) | |
Centaurs | 200g + |
6g | Clan Tents (Alliance), Contract Item (Level 2, Rarity 2) | 8 Centaur (9) | Incorruptible Only in plains and forests |
Clan of Giants | 300g + |
30g | Contract Item (Level 4, Rarity 3) | 5 Giant (12) 1 Fire Giant (12) |
Cannot be dismissed -1 Mood -1 Population growth Only in hills -1 Karma |
Creature Masters | 200g + |
20g 5 gems |
Contract Item (Level 4, Rarity 3) | 2 Basilisk (18) 2 Giant Spider (18) 2 Giant Slug (18) 3 Magician (12) 2 Manticore (12) 1 Hydra (10) |
|
Cutthroats | 20g | - | Bandit Lair | 8 Brigand (5) 3 Bowman (4) |
-20% Income -2 Mood -2 Karma |
Clan of Cyclopes | 25g | Contract Item (Level 4, Rarity 3) | 6 Cyclops (12) | Cannot be dismissed. -1 Mood -1 Population growth Only in hills -1 Karma | |
Dark Brotherhood | 130g + 25 gems + |
7g | Black Tower | 4 Sorcerer (9) 6 Shaman (12) |
-1 Mood -2 Karma |
Dragon | 500g + | 50g 10 gems | Contract Item (Level 4, Rarity 4) | 1 Dragon (5) | -50% Income -50% Income Cannot be disbanded |
Dwarven Clan | 300g + 6 gems + |
15g | Miners Guild (Alliance), Contract Item (Level 3, Rarity 2), Event | 8 Dwarf (12) 2 Ballista (9) 1 Catapult (5) |
Only in Hills |
Dwaven Warband (Imperium only) | 400g + |
25g | Great Forge (Alliance) | 2 Dwarf () 2 Dwarf Guardsman() 2 Dwarf Engineer () 2 Dwarf Miner() 2 Dwarf Pyromaster () 2 Dwarf Grenadier() 2 Dwarven Battlewagon () |
Only in Hills +1 Mood Income increased by +10 from +6 from +3 from |
Elven Guards | - | UI: 1g (incorrect)
Real: 1/20 unit upkeep cost |
Alliance | Anything the province has when you form the alliance. | Converted from Elven Forest guards |
Foresters | 80g + |
2g | Foresters Guild | 5 Bowman (13) | +10% Income Only in forests |
Forest Keepers | 140g + 60 gems + |
5 gems | Stonehenge | 6 Fairy (15) 4 Dryad (12) 1 Unicorn (9) |
Incorruptible +3 mood Only in forests |
Forest Spirits | 50g | 1 gems | Enchanted Grove | 4 Fairy (12) 3 Dryad (8) |
Incorruptible +2 mood Only in forests +2 Karma |
Gang of Thieves | 10g | - | Den of Thieves | 9 Thieves (7) | -10% Income -1 Mood -2 Karma |
Gargoyle Masters | 250g + 50 gems + |
20g, 6 gems | Artifact Master | 4 Gargoyle (10) 1 Crystal Gargoyle (10) 1 Obsidian Gargoyle (10) 3 Sorcerer (10) 2 Magician (8) 1 Stone Golem (8) 1 Clay Golem (8) |
|
Guards of the Ancients | 300g + 100 gems + |
10 gems | Contract Item (Level 3, Rarity 4) | 3 Stone Golem (15) 2 Clay Golem (15) 1 Obsidian Golem (15) 1 Crystal Golem (15) |
Incorruptible +30% Income |
Guardsmen | 350g + | 10g | Officer Academy |
5 Pikeman (12) |
|
Halflings | - | UI: 1g (incorrect)
Real: 1/20 unit upkeep cost |
Alliance | Anything the province has when you form the alliance. | +1 Karma Converted from neutral Halflings |
Heavenly Guardians | 5 gems | Ritual | 8 Pegasus (15) | +1 Province visibility range +2 Mood | |
Horde | 50g + | - | Banner of the Horde, Contract Item (Level 1, Rarity 2) | 8 Goblin (12) 6 Orc (14) |
-30% Income -1 Mood |
Host of the Dead | 100g + 40 gems + | 5 gems | Contract Item (Level 4, Rarity 2) | 2 Vampire (10) 3 Ghost (12) 3 Ghoul (15) 3 Zombie (18) 3 Skeleton (19) |
-2 Mood -1 Population growth |
Hunters | 60g + |
- | Hunters Camp | 5 Bowman (5) | Reduce cost of garrison units by -50% |
Imperial Guards | 300g + | 30g | Contract Item (Level 4, Rarity 2) | 2 War Elephant (9) 3 Knight (10) 3 Horseman (15) 3 Guardsman (15) 4 Crossbowman (15) |
-5 Unrest growth rate |
Inquisition | - | - | Peaceful annexation of Holy Lands | Anything the province has when you annex it. | Converted from neutral Holy Lands Province Income -100% |
Labyrinth Guards | 250g + |
25g | Contract Item (Level 3, Rarity 3) | 6 Minotaur (14) | |
Light Infantry | 70g | 5g | Barracks | 6 Militiaman (10) 3 Bowman (9) 5 Spearman (8) |
|
Lizard Guards | 170g + | 8g | Pool, Contract Item (Level 2, Rarity 2) | 6 Lizardman (10) 2 Giant Slug (5) 2 Basilisk (5) 1 Medusa (3) |
Only in swamps. |
Local Militia | 30g | 3g | Recruting Station | 6 Militiaman (5) 2 Slinger (3) 2 Spearman (3) |
|
Local Militia (diplomatic) | 180g-480g | UI: 1g (incorrect)
Real: 1/20 unit upkeep cost Typical: 1-4g |
Land purchase (cheaper with diplomacy) | Anything the province has when you purchase the land. | |
Men of War | 250g + |
15g | Military School | 3 Swordman (12) 3 Pikeman (12) 5 Crossbowman (12) 3 Horseman (9) |
|
Mercenaries | 200g + |
12g | Mercenaries Guild | 3 Spearman (11) 3 Bowman (9) 2 Barbarian (19) 2 Horseman (7) 1 Horse Archer (7) |
|
Mob | 180g + |
- | Bandit Clan, Event | 6 Brigand (12) 4 Bowman (12) 3 Thug (7) |
-30% Income -2 Mood -1 Karma |
Monsters | 450g +20 gems |
45g 2 gems |
Monstrologists Guild | 3 Basilisk (10) 3 Giant Slug (10) 2 Giant Spider (10) 1 Black Widow (7) 3 Manticore (8) |
|
Nomadic Tribe | 250-750g (depends on ring & Diplomacy) | UI: 2g | Diplomacy with Nomad Steppes | Anything the province has when you bribe them, see Neutral Guards | +12 Income from |
Nomads | 250g + |
10g | Nomad Camp | 6 Horse Archer (9) 3 Horseman (9) |
+12 Income from Only in plains |
Orcish Patrol | - | UI: 1g (incorrect)
Real: 1/20 unit upkeep cost Typical: 1-4g |
Alliance | Anything the province has when you form the alliance. | Orc Province after forming Alliance |
Ogres | 180g | 20g | Contract Item (Level 3, Rarity 3) | 6 Ogre (12) | Cannot be dismissed -1 Mood -1 Population growth |
Order of Great Darkness | 150g + | 10g
+ 6 gems |
Contract Item (Level 4, Rarity 3), Event | 3 Gargoyle (20) 5 Sorcerer (15) 2 Magician (13) 2 Black Wizard (13) 3 Warlock (10) |
-1 Mood -1 Population growth |
Order of the White Shield | 550g + |
20g | Castle of the White Shield | 4 Pikeman (15) 3 Crossbowman (15) 3 Swordman (15) 3 Knight (9) |
|
Overseers | 400g + |
15g | Scaffold | 6 Thug (12) 3 Executioner (9) |
-4 Unrest growth rate |
Patrolmen | 110g + |
7g | Warriors Guild | 6 Pikeman (5) 3 Bowman (5) 2 Swordman (8) |
-2 Unrest growth rate |
Phoenix | 200g + 30 gems + |
5 gems | Contract Item (Level 3, Rarity 3) | 1 Phoenix (15) | Incorruptible, Intrepid |
Recruits | 40g + | 4g | Practice Halls | 2 Militiaman (1) 1 Slinger (1) 1 Spearman (1) 1 Pikeman (1) 1 Crossbowman (1) 1 Thief (1) 1 Brigand (1) |
|
Retinue | 600g (diplo 3)
300g (diplo >3) |
UI: 3g (incorrect)
Real: 1/20 unit upkeep cost |
Land purchase (only with diplomacy) of Prince's Lands | Anything the province has when you purchase the land. | |
Siege Engineers | 400g + |
14g | Mechanics Guild | 5 Militiaman (18) 3 Slinger (15) 3 Ballista (12) 2 Catapult (9) |
+5% Repair of fortifications |
Tribe | 100g | 5g | Chieftain Tent, Event | 6 Barbarian (9) 3 Shaman (5) |
Only in plains |
Trolls | 15g 1 gem |
Contract Item (Level 3, Rarity 3), Event | 6 Troll (12) | Cannot be dismissed. -1 Mood -1 Population growth Only in swamps. | |
Vassal | - | - | Peaceful annexation of Prince's Lands | Anything the province has when you annex it. | Converted from neutral Prince's Lands Province income -90% Cannot be dismissed |
Walking Dead | 40g + 20 gems + |
1 gem | Haunted Cemetery | 5 Skeleton (9) 4 Zombie (7) 2 Ghoul (6) |
Incorruptible -1 Mood |
War Priests | 500g + 40 gems + | 18g | Cathedral of the Great Eagle | 6 Monk (12) 3 Cleric (9) |
+1 Mood Units in the province recover an extra 10% of their hit points per turn. +3 Karma |
Wardens | 120g + |
8g | Lookout Tower | 6 Swordman (6) 4 Crossbowman (6) |
Unrest growth rate -3 |
Warriors of Light | 400g + |
40g 3 gems |
Contract Item (Level 4, Rarity 3) |
3 Monk (19) |
+1 Mood Incorruptible |
Winged Guardians | 500g + |
15g 2 gems |
Celestial Temple | 4 Gryphon (9) 6 Pegasus (12) |
+1 Province visibility range |
Watchmen | 70g | 5g | Watchtower | 6 Slinger (6) 3 Spearman (4) |
+1 Province visibility range |