Currently, the way the game calculates the militia capacity and militia growth rate for a village is decided through a percentage of total number of hearths subtracted by the "Retirement" rate which is just a percentage of overall militia numbers.
The breakdown of modifiers on the militia tooltip of a village are as follows:
For instance, on a 900 hearth village the positive modifer would be (900 * 0.002) = 1.8. The positive modifier gets canceled out at 60 total militia because the negative modifier is calculated as (60 * 0.03) = 1.8. Therefore, the maximum militia for a 900 hearth village is 60. That is a decent number for a healthy village, however, this equation breaks down at very low hearth numbers, which happens to a village after being the target of many raids.
Here is Tarcutis at 59 hearths:
You can see it can only support approximately three total militia at that number of hearths. Three militia is not enough to deter any hostile party on the map, so it becomes an easy target for raiding, which in turn tanks its hearth number and keeps it in a perpetually defenseless state. Not only that, but the militia growth rate for these low hearth villages is excruciatingly slow. At 59 hearths a village only generates a single militia in roughly 8 days. The rate slows down even further as the maximum capacity of village militia is approached, as the "Retired" rate continues to grow with militia numbers, decreasing the overall Expected Change.
Both towns and castles have a +1 base rate to militia growth, and I believe this is also needed for villages. The retirement rate can be adjusted to compensate to allow a reliable number of militia to defend a low hearth village.
It might also be a good idea to make villages at <150 (or possibly higher) hearths a much less valuable raid target to hostile parties, because the villages sitting in high traffic areas during an active war get continuously raided into the ground very quickly, and can't grow fast enough to provide value to its bound settlement. This leaves certain towns unable to feed themselves over a long period of time, and as a result, towns end up falling to 0 prosperity over time.
1.4.1 has made this especially noticable with the increased warfare. Here's Jalmarys and its villages after ~450 days, after being the target of enemies for a prolonged period. Its villages cannot seem to make it past 100 or so hearths before being raided again:
The breakdown of modifiers on the militia tooltip of a village are as follows:
- "From Hearths" is a positive number calculated as: Current Total Hearths x (0.002)
- "Retired" is a negative number calculated as: Current Total Militia x (0.03)
For instance, on a 900 hearth village the positive modifer would be (900 * 0.002) = 1.8. The positive modifier gets canceled out at 60 total militia because the negative modifier is calculated as (60 * 0.03) = 1.8. Therefore, the maximum militia for a 900 hearth village is 60. That is a decent number for a healthy village, however, this equation breaks down at very low hearth numbers, which happens to a village after being the target of many raids.
Here is Tarcutis at 59 hearths:
You can see it can only support approximately three total militia at that number of hearths. Three militia is not enough to deter any hostile party on the map, so it becomes an easy target for raiding, which in turn tanks its hearth number and keeps it in a perpetually defenseless state. Not only that, but the militia growth rate for these low hearth villages is excruciatingly slow. At 59 hearths a village only generates a single militia in roughly 8 days. The rate slows down even further as the maximum capacity of village militia is approached, as the "Retired" rate continues to grow with militia numbers, decreasing the overall Expected Change.
Both towns and castles have a +1 base rate to militia growth, and I believe this is also needed for villages. The retirement rate can be adjusted to compensate to allow a reliable number of militia to defend a low hearth village.
It might also be a good idea to make villages at <150 (or possibly higher) hearths a much less valuable raid target to hostile parties, because the villages sitting in high traffic areas during an active war get continuously raided into the ground very quickly, and can't grow fast enough to provide value to its bound settlement. This leaves certain towns unable to feed themselves over a long period of time, and as a result, towns end up falling to 0 prosperity over time.
1.4.1 has made this especially noticable with the increased warfare. Here's Jalmarys and its villages after ~450 days, after being the target of enemies for a prolonged period. Its villages cannot seem to make it past 100 or so hearths before being raided again:
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