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Guards

Available Contracts of Guards menu

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 aquire 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 have guards as well but they differ from the hireable Guards specified here, see Neutral Provinces for details.

If you are looking for the guards which have to be defeated to clear dungeons and other locations, see Location Guards.


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 mod fixes it). Victorious guards gain XP 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 typesEdit

Abbreviations: g = gold, c = crystal (gems), A = alliance, C = one-time contract, E = event

Name Cost Upkeep Availability Consist of (level) Effect on province/notes
Adventurers 50g 4g Inn (1) and Merchant Court (2), C, E 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)
limited contracts
Archer Militia 40g 4g C(?) 2 Slinger (4)
2 Bowman (3)
1 Crossbowman (2)
Army of Chaos 150g + ArcaniteBlackLotusBlackLotus 10g
4c
C 3 Imp (19)
3 Fiend (18)
3 Hellhound (17)
3 Demon (12)
2 Devil (10)
-2 mood
-1 growth
cannot be disbanded
Battlemages 500g + 60c +
MandrakeArcaniteArcanite
20g Tower of Night, C 6 Shaman (12)
4 Sorcerer (15)
3 Magician (8)
+30% crystal income
-1 mood
-1 population growth
Brethren of Light 60g +
Mandrake
5g Abbey, C 6 Militiaman (5)
3 Healer (5)
2 Monk (8)
+10% unit recovery
+1 mood
Brotherhood of the Eagle 200g + 20c +
MandrakeArcanite
12g Secret Monastery, C 8 Monk (9) +10% unit recovery
+1 mood
Cavalry 300g +
IronHorseHorse
15g Cavalry Barracks, C 6 Horseman (15)
Centaurs 200g +
Lumber
6g A, C 8 Centaur (9) incorruptible
only in plains and forest
Clan of Giants 300g +
Iron
30g C 5 Giant (12) 1 Fire Giant (12)? cannot be dismissed
-1 mood
-1 population growth
only in hills
Creature Masters 200g +
MandrakeArcaniteArcanite
20g
5c
C

2 Basilisk (18)          2 Giant Spider(18)    2 Giant Slug (18)    3 Magician (12)       2 Manticore (12) 1 Hydra (10)

Cutthroats 20g - Bandit Lair, C 8 Brigand (5)
3 Bowman (4)
-20% income
-2 mood
Cyclops

250g +
Iron

25g C 6 Cyclops (12) cannot be dismissed
-1 mood
-1 population growth only in hills
Dark Brotherhood 130g + 25c +
MandrakeArcanite
7g Black Tower, C 4 Sorcerer (9)
6 Shaman (12)
-1 mood
Dragon 500g + DioniumDioniumBlackLotus 50g 10c C 1 Dragon (?) -50% income
-50% gem income
cannot be disbanded
Dwarf Clan 300g + 6c +
IronLumberIron
15g A,C, E 8 Dwarf (12)
2 Ballista (9)
1 Catapult (5)
Only in Hills (?)

Improves hill resource yield +15 (mithril)

+12 (?(Marble))

+9 (?(Iron))

Dwaven Warband [Imperium] 400g +
IronLumberMithril
25g Great Forge, A 2 Dwarf ()
2 Dwarf Guardsman()
2 Dwarf Engineer ()
2 Dwarf Miner()
2 Dwarf Pyromaster ()
2 Dwarf Grenadier()
2 Dwarven Battlewagon ()
Only in Hills

Improves hill resource yield

+10 (mithril)
+6 (marble)
+3 (Iron)


+1 mood

Elven Guards - Depends on composition of guards A Varies Converted from Elven Forest guards
Foresters 80g +
Lumber
2g Foresters Guild, C 5 Bowman (13) +10% income
only on forests
Forest Keepers 140g + 60c +
MandrakeArcanite
5c Stonehenge, C 6 Fairy (15)
4 Dryad (12)
1 Unicorn (9)
incorruptible
+3 mood
only in forests
Forest Spirits 50g 1c Enchanted Grove, C 4 Fairy (12)
3 Dryad (8)
incorruptible
+2 mood
only in forests
Gang of Thieves 10g - Den of Thieves, C 9 Thieves (7) -10% income
-1 mood
Gargoyle Masters 250g + 50c +
MandrakeArcaniteMarble
20g, 6c Artifact Master, C 6 Gargoyle (10)
3 Sorcerer (10)
2 Magician (8)
1 Stone Golem (8) 1 Clay Golem (8)
Guardians of the Ancients 300g + 100c +
ArcaniteMarble
10c C 7 Stone Golem (15) incorruptible
+30% income
Guardsmen 350g +

IronIronIron

10g Officer Academy

Pikeman (12)
Crossbowman (12)
Guardsman (9)

Halflings - 1g A ? Halfling (?) +1 karma, converted from neutral Halflings
Heavenly Guardians 5c Ritual, C 8 Pegasus (15) increased spotting range
+2 mood
Horde 50g +

Iron

- Banner of the Horde, C 8 Goblin (12)
6 Orc (14)
-30% income
-1 mood
Host of the Dead ? 5c C 2 Vampire (10)
3 Ghost (12)
3 Ghoul (12)
3 Zombie (12)
3 Skeleton (12)
-2 mood
-1 growth
Hunters 60g +
Lumber
- Hunters Camp, C 5 Bowman (5) reduce cost of garrison units by -50%
Imperial Guard 300g + ? 30g C 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 Varies Converted from neutral Holy Lands

Province Income -100%

Population mood -2

-1 karma

Cannot be dismissed

Labyrinth Guards 250g +
Iron
25g C 6 Minotaur (14)
Light Infantry 70g 5g Barracks, C 6 Militiaman (10)
3 Bowman (9)
5 Spearman (8)
Lizard Guards 170g + Mandrake 8g Pool, C 6 Lizardman (10)
2 Giant Slug (5)
2 Basilisk (5)
1 Medusa (3)
swamps only
Local Militia 30g 3g Recruting Station, C, E 6 Militiaman (5)
2 Slinger (3)
2 Spearman (3)
Men of War 250g +
IronHorseLumber
15g Military School, C 3 Swordman (12)
3 Pikeman (12)
5 Crossbowman (12)
3 Horseman (9)
Mercenaries 200g +
IronHorseLumber
12g Mercenaries Guild, C 3 Spearman (11)
3 Bowman (9)
2 Barbarian (19)
2 Horseman (7)
1 Horse Archer (7)
Mob 180g +
IronLumber
- Bandit Clan, E 6 Brigand (12)

4 Bowman (12)

3 Thug (7)

province income -30%

mood -2

karma -1

Monsters 450g +
Mandrake
45g
2c
Monstrologists Guild, C 3 Basilisk (10)
3 Giant Spider (10)
3 Giant Slug (10)
3 Manticore (8)
Nomads 250g +
LumberHorseHorse
10g Nomad Camp, C 6 Horse Archer (9)
3 Horseman (9)
+12 income with Horse
only in plains
Orcish Patrol Form Alliance 1g A Varies Orc Province after forming Alliance
Ogres 180g 20g C 6 Ogre (12) cannot be dismissed
-1 mood
-1 population growth
Order of Great Darkness 150g + ArcaniteBlackLotusBlackLotus 10g + 6c C, E 3 Gargoyle (20)       5 Sorcerer (15)        4 Magician (13)       3 Warlock (10) -1 mood
-1 pop growth
Order of the White Shield 550g +
IronHorseMithril
20g Castle of the White Shield, C 4 Pikeman (15)
3 Crossbowman (15)
3 Swordman (15)
3 Knight (9)
Overseers 400g +
IronIronMithril
15g Scaffold, C 6 Thug (12)
3 Executioner (9)
-4 unrest growth rate
Patrolmen 110g +
IronLumber
7g Warriors Guild, C 6 Pikeman (5)
3 Bowman (5)
2 Swordman (8)
unrest growth rate -2
Phoenix 200g +
Dionium
5c C 1 Phoenix (15) incorruptible, intrepid
Recruits 40g +

Iron

4g Practice Halls, C Militiaman (0)
Slinger (0)
Spearman (0)
1 Pikeman (0)
1 Crossbowman (0)
1 Thief (0)
1 Brigand (0)
Siege Engineers 400g +
IronLumberMithril
14g Mechanics Guild, C 5 Militiaman (18)
3 Slinger (15)
3 Ballista (12)
2 Catapult (9)
+5% restoration of fortifications
Tribe 100g 5g Chieftain Tent, E 6 Barbarian (9)
3 Shaman (5)
only in plains
Trolls

170g + 5c +
Iron

15g
1c
C, E 6 Troll (12) cannot be dismissed
-1 mood
-1 population growth
only in swamps
Vassal - - Peaceful annexation of Prince's Lands Varies Converted from neutral Prince's Lands

province income -90%

cannot be dismissed

Walking Dead 40g + 20c +
Mandrake
1c Cemetery, C 5 Skeleton (9)
4 Zombie (7)
2 Ghoul (6)
incorruptible
-1 mood
Wardens 120g +
IronIronLumber
8g Lookout Tower, C Swordman (6)
Crossbowman (6)
unrest growth rate -3
Warriors of Light 400g +
HorseMithrilDionium
40g
3c
C

3 Monk (19)    3 Guardsman (18)   3 Knight (12)           3 Cleric (2)            3 Paladin (10)

+1 mood
incorruptible
Winged Guardians 500g +
MandrakeArcanite
15g
2c
Celestial Temple, C 4 Gryphon (9)
6 Pegasus (12)
increased spotting range
Watchmen 70g 5g Watchtower, C 6 Slinger (6)
3 Spearman (4)
increased spotting range