Knights of Honor II: Sovereign

Knights of Honor II: Sovereign

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Elite Military Maneuvers
由 Laguna Queen 與 6 位協作者共同發表
Brutally crush every enemy bug army with finesse and minimal losses!
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What makes this guide so special?
The information was battle-tested with very hard difficulty to ensure consistent performance. The sections include creating the best army composition,managing marshals, and exploiting the enemy weaknesses to destroy them!

Why are you writing this guide?
I enjoy helping others and wanted to share and preserve the key findings. Other guides seem to be incomplete with lack of enough information, screenshots, and higher standards to guarantee successful runs.

Who is the intended audience?
The guide is for everyone, but much more friendlier to new players. The writing will be easy to follow and supported by plenty of screenshots for those who are too lazy to read everything! Everyone will be playing on the same level with the most experienced!

How experienced are you in writing guides?
I have written plenty of detailed guides. Here are some of them:

For Warhammer 3
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For XCOM 2,
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For Infectonator : Survivors,
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The Settings
The game settings should be set to include very high starting gold to quickly build the economy going. Very hard difficulty may cause the first war to break out much earlier with the chosen kingdom.

The starting class of the King needs to be set as merchant to immediately start trading for more income. Certain classes like the Spy can become a marshal later on with the call to arms.

Depending on preference, the aging of the king can be set to slow to limit negative events. Espionage can also be set to very limited to avoid defections like a merchant that could tank most of the economy. In general, spy activities are too expensive to conduct and the developing kingdom needs the gold more.
Starting Out
Market Square should be the first building to be constructed in each settlement. Then, build one Village Militia building in the settlement that has the highest number of villages and/or maximum worker capacity. Another one can also be constructed when needed.

Be sure to hire them as garrison squads first because workers take awhile to replenish and will eat the town's food instead. This action also reduces the number of rebel units if there is a starting instability within the settlements.
Core Military Skills
These marshal skills were battle-tested to fully enhance the army to deal with all threats efficiently and effectively. The ultimate purpose is to keep constant pressure on the enemy and take objectives while keeping the armies mostly intact.

Priority
Skill
Buffs
Kingdom Effects
Special
Logistics
No more supply problem and slightly faster army travel speed
Max # of army inventory slots, better economy for upkeep, and even more army travel speed
1
Strategy
More levy production in castles to further boost manpower
Massive army movement speed and even more levy production
2
Infantry Tactics
Increased infantry defense
More infantry damage and manpower
2
Archery
More ranged damage and reduced friendly fire damage
More attack range/salvo and manpower
2
Cavalry
More damage
Guaranteed charging shock and more manpower
3
Field Tactics
More squad defense
Even more squad defense and resilience
Note: Siegecraft was excluded because it only benefits a fraction of the battles and the additional troops upgrade is significantly more useful.
How to Use Books Wisely
A kingdom tradition can be purchased sooner if a king is lucky to select one of the available ideal skills. The skill then becomes a permanent option for future knights and further limits the random chance.

The priority of books must be given to knights who are not the crown prince because they never die from aging like the King. Before promotion, the crown prince will waste so much resources to develop the skills that would otherwise cost only 200 books each later.
Army Composition
The foundation of each army relies on quality swordsmen and non-cavalry archers to form a very strong line. Their combined arms works well on any battlefield that includes siege warfare. Other units types are mixed in later to further enhance stopping power.

Spearmen are strictly used as defensive units and are quite vulnerable in direct combat against non-cavalry units. When needed, one heavy spearmen unit should be hired from a mercenary camp to have better chances of survival than a light one. They become obsolete in late game and may be used as garrison squads in defending frontline castles.

For the same reasons, cavalry units should be hired or created from at least a heavy quality. 1-2 cavalry should be sufficient enough without jeopardizing the foundation. The typical enemy army has a bias against cavalry and may use multiple spearmen.

An overview of unit types in the army during each stage of the game (max 8 unit capacity):
Game Stage
Foot Soldier Units
Ranged Units
Cavalry Units
Starting
6-8 Peasants or Militia
1-2 Light Archers when affordable
None
Early
2-4 Peasants/Militia mixed with 1-3 Light Swordsmen
2-3 Light Archers
None
Middle
3-4 Light/Heavy Swordsmen mixed
with optional 1 Heavy Spearman (mercenary)
3-4 Light/Heavy Archers
0-1 Optional Heavy Cavalry (mercenary)
Late
3-4 Elite Swordsmen
2-3 Heavy/Elite Archers
1-3 Elite Cavalry

Note: To save resources, the barracks was only upgraded with Swordsmith and Fletchers. The Royal Armory provided the rest of what was needed to recruit heavy and elite units.
Accessing Stronger Elite Units
Each kingdom has different backgrounds that affects who has access to produce the most elite units. Limitations can be bypassed by hiring such units from mercenaries that are camping in such kingdoms.
Jerusalem and Antioch kingdoms produce the highest quality swordsmen and knights called the Templars. They are the most expensive to hire but are strong enough to last until the end of the game!
Designated Military Centres
The settlement with the most castles is preferred to build military buildings beyond the Barracks for better investment. The Royal Armory and Lord's Castles produce additional levies for every castle with the latter having a base of 4 levies.
For additional levies, settlements with high number of villages can construct Village Militia buildings when demand cannot keep up.
Each marshal needs to govern these provinces to receive a major manpower boost. The bonus X% manpower depends on the X number of levies produced at that settlement.
Supersize Thy Army
Each army has the option to purchase an "Additional Troops" upgrade that can stack up to 4x with the kingdom effect of logistics! Only larger settlements have more worker capacity to allow such upgrades and each one further increases the army manpower by 15%!

Overview of each successive manpower upgrade:
Upgrade #
Gold Cost
Levy Cost
Worker Cost
Average Base Upkeep (1 Food per Squad)
1st
1000
500
7
10 Gold & 18 Food
2nd
2000
1000
8
20 Gold & 23 Food
3rd
3000
1500
9
30 Gold & 28 Food
4th
4000
2000
10
40 Gold & 33 Food
Note: The only major limitation is the very high food upkeep that could result in lowering army opinion.
Understanding Enemy Behavior
The enemy AI will typically pillage all other areas of the settlement before attacking the central one. Such delay will allow more time to save the area and even separate the enemy armies to be dealt with individually.
Battle Mechanics
Every battle has a brief pause with a predicted outcome to decide with staying in or retreating. Participation is limited to 2 armies from each opposing side but retreat applies to both armies.
There is a 3-star rating system that explains the stats of both armies and checking if army is balanced. The most important stats to check is if the troops rank (veterans) and tier are higher than the enemy to inflict more damage.
Divide & Conquer
Multiple active enemy armies can be overwhelming but they can be separated one by one.
The more favorable terms are to lure them away enough to be isolated, then engaged in preferably 2:1.

An overview of methods to split enemy armies:
Territory
Description
Enemy
Hire rebel leader(s) in their kingdom to force some enemy armies back and/or send a flanking army when available to attack their castle.
Friendly or Own
Wait for enemy armies to begin pillaging and target the ones who are still marching to one.
Both
A single army could also march in the province alone to appear it is by itself and lure them closer while the rest stays back on the other border side.
Attack as One!
Two armies need to march closely together to have better chances of opportunistic battles. Battles that have begun with an isolated enemy army still have a 2:1 advantage even when being reinforced later.
Better Siege
Two super-sized armies of high quality can lay siege with minimal losses. The archers will kill all the defenders before the need to assault the castle.
The capture can also go much quicker if the enemy decides to break the siege with another army. The open battle forces the defenders to join the fight that can be all wiped out in a single battle!
Health is Wealth!
The manpower (health) of every unit determines the combat performance for the entire army. Every missing point hurts the battle outcome and accelerates mounting casualties that can lead to death.

To do a rapid heal, two armies could do a transfer and swap all healthy units to one army while the other goes back to replenish. A trick is to heal units of the same type by combining them without accidently deleting an entire unit. This allows the last remaining unit of that type to have all the damage.
As a rule of thumb, replenishment priority needs to be given to higher quality units. Units with less than 90% health need to replenish at the nearest settlement. Units with around 60% health or less needs to stay behind as garrison squad. The idea is for each unit to survive long enough to earn all 3 levels of veterancy.
Free Gold from Captured Marshals
The enemy army flees in a random direction after suffering a defeat and immune from getting re-engaged for a few seconds. If they are close to friendly territory, they will retreat back there or try to garrison in their own city.

A successful chase begins with an immediate manual order to pursue them and close the gap.
The capture of their marshal in the next battle depends on the number of remaining troops.

Ransom offers for marshals depends on the enemy's current wealth and they can abandon them.
Epilogue
The late game is about capturing provinces that have the missing resources for the kingdom advantage victory.
The kingdom needs to field 5-6 elite armies and push towards the objective while hiring mercenaries to take care of any rebel uprising due to war exhaustion.

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Copyright Notice
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22 則留言
Laguna Queen  [作者] 2023 年 8 月 27 日 下午 7:50 
Is your question trying to figure out why there is a difference with manpower?

If the general is of royalty, you get a bonus for that and also if there are alot of natural castles too that give boost.
Bismarck 2023 年 8 月 27 日 上午 5:04 
Hello!
Perhaps you can advise.
I have 3 generals with completely the same leveling and set of troops, and additions.
But one has 6100 warriors and the other two have 4500 each.
The provinces they rule are developed in the same way (I already tried to figure out what affects the difference).
So far, I see the difference only in the number of battles won and castles in their provinces
Laguna Queen  [作者] 2023 年 1 月 13 日 下午 12:46 
Oh thank you! This is based on auto battles instead of manual so I don't know how the manual works but do like the evenly distributed damage.
Draconian Law 2023 年 1 月 13 日 上午 9:55 
Oh yes the trebuchet is actually inferior to catapults which only loose 2 siege attack and deal superb damage to troops, much akin to elite archer units but with superior range.

They don't affect field battle simulations if I am not mistaken but tactical battles become a breeze with 2 or 3 catapults watching over your won capture points, which the AI likes to focus on in the current state of the game.

It almost feels like exploiting tbh. Anyways your guide was still excellent and I'd thank you for your reply!
Laguna Queen  [作者] 2023 年 1 月 13 日 上午 5:00 
Thank you, but I did explain why I don't value siege so muchl The trebuchet is nice to have but it takes up a slot and most battles are versus infantry anyways.
Draconian Law 2023 年 1 月 13 日 上午 4:48 
Hey man, really nice guide. You summarized the gist of it justly. Thoroughly enjoyed the read.


But.. :p

The fact that siege skill was omitted bothers me. Once you've powered through the early and mid game and begin to recruit "elite unit only" armies your stacks have all the advantages they need to beat AI armies 1 on 1 and even 2 to 1 in tactical battle. After that point Siege dmg becomes the most desirable stat.

This, I find, is because when you are fighting a larger than 15 province kingdom you only really get to fight 2-5 really experienced and skilled armies before they are reduced to levies and unskilled marshals, but you are always on the clock with that war exhaustion.

I do find myself siege damage modifiers from everywhere I can. Spy tradition, Goods bonus's and units with high base siege damage to go with the multiplier.
Laguna Queen  [作者] 2023 年 1 月 8 日 下午 6:05 
Logistics is also a late game investment to keep the same army alive for countless battles. More manpower means more health but also kills the enemy before they hurt you.

The auto battle distributes damage a bit more evenly and have not done manual battles enough to write about it. If you are good with the latter, use it more often when the battle is even versus one-sided victory.
Anno the Meerkat 2023 年 1 月 8 日 下午 5:40 
As you need logistic on the marshall to get the 3rd and 4th slot, it is worth to let field tactics go for that?
Any Tips on the real fight, or just use auto battle?
Laguna Queen  [作者] 2023 年 1 月 6 日 下午 2:36 
Just to avoid confusion, additional troops upgrade keeps all units alive much longer and is much better than any siege weapon since the latter is only useful versus castles.
KubaRady 2023 年 1 月 6 日 下午 1:33 
Ah I see, no I think I'm attacking fairly well. I just got confused with the castle thing.