Rise of Nations
You can raise an army in any settlement but the size of your kingdom affects the maximum size of army you can muster. In addition, you must have certain buildings in the settlement where you are raising your army in order to be able to recruit certain units, such as a Cathedral for paladins or clerics and a Magical Academy for magus or wizards. Specialized armies, particularly more elite units, have an additional recruitment cost that must be paid, in additional to its usual Consumption cost per week. As a kingdom action, raising an army replaces creating a new settlement, so you can only raise as many armies in a turn as you are allowed for your kingdom size.
Any kingdom can raise a militia— an army of nonprofessional fighters comprised of its regular citizens that can be conscripted in a hurry to respond to some emergency or provide a last ditch defense. They are generally minimally equipped and poorly trained, but their sheer numbers can make them a formidable force. Militias do not require any special buildings to recruit and typically disperse once the threat is over as its members return to their daily lives. A kingdom of any size can recruit up to a Medium militia; a kingdom of size 5 or greater can recruit up to a Large militia; a kingdom of size 12 or greater can recruit up to a Huge militia; a kingdom of size 25 or greater can recruit up to a Gargantuan militia, and a kingdom of size 50 or greater can recruit up to a Colossal militia.
Recruiting an army of regular soldiers is a little more involved; soldiers need to be trained, housed, and fed. Therefore, the infrastructure required to support them has to be in place. To recruit up to a Medium army of soldiers, you need to build Barracks. Garrisons will allow you to recruit up to Huge armies, and a Castle will allow you to recruit up to Colossal armies. In addition, you can only recruit an army of soldiers up to one size smaller than the biggest militia size you can recruit; for example, a kingdom of size 12 can recruit a Huge militia, and a Large army (provided it has at least one settlement with a Garrison). Only kingdoms of size 100 or greater can recruit Colossal armies of soldiers. Other units, such as mounted knights or forest wardens have even more specialized requirements.
Abstract Armed Forces: While not directly represented in the mass combat rules, the monthly Stability checks the kingdom makes to keep the kingdom functioning smoothly assume the existence of ordinary local watch, town guard, and militia patrols throughout the kingdom. These abstract armies have no statistics as such but allow the kingdom to deal with local threats arising from kingdom events and other small-scale disturbances. Abstract armed forces do not affect your Consumption.
Here is a list of the armies currently available to Finland.
Large army of humans (warrior 1)
hp 25; ACR 1
DV 11; OM +1
Speed 2; Consumption 1
Prerequisite Kingdom size 5 or higher
Medium army of humans (fighter 2)
hp 15; ACR 1
DV 11; OM +1
Special bravery +1
Speed 2; Consumption 1
Prerequisite Barracks, Kingdom size 5 or higher
Medium army of kobolds (warrior 1)
hp 12; ACR 1/2
DV 10; OM +0
Tactics dirty fighters
Special darkvision, light sensitivity
Speed 2; Consumption 1
Prerequisite Alliance with the Sootscale Tribe
Order of the Lion
Small army of knights (cavalier 3)
hp 10; ACR 1
DV 13; OM +3
Tactics cavalry experts
Special challenge, tactician
Speed 2; Consumption 1 (recruitment cost 4 BP)
Prerequisite A member of House Khavortorov on the Ruling Council
If you have two armies of the same type and of equal size, at any time outside of combat you can combine them into a single army that is one size larger than the original armies.
Choose one of the two commanders to command this combined army. The other commander may be assigned to a different army; otherwise, her boons are lost. Calculate the new army’s statistics based on its new size. If both smaller armies had a boon, resource, or tactic, the new army has it as well; otherwise the boon, resource, or tactic is lost. The new army’s Morale is equal to the average of the Morale of the two smaller armies. If one army has an affliction (such as a disease), the new army now has it.
Determine what percentage of its full normal hit points each smaller army had. The new army’s hit points is the average of these percentages. For example, if one army is at 50% and the other is at 100%, the new army is at 75% of the full hit points for its size.
Reforming an Army
Reformation converts a wounded army into a smaller, healthy army. The army hit point rules are abstract and represent wounded units, incapacitated units, and dead units. For an army with a very low hit point total, the number of active units in the army can even be equal to or fewer than those of an army of a smaller size. For example, a Large army normally has 200 units, but if that army is very wounded, it could have only 100 or fewer units able to fight— the same number as a Medium army. Because an army’s Consumption is based on its ACR (which is based on its size), you might be able to reduce your Consumption costs if you reform an army into a smaller size.
At any time outside of combat, you can reform a wounded army (at half hit points or fewer) into an army one size smaller with full hit points. This act represents you choosing only the healthiest units to continue fighting. The wounded survivors disperse, typically heading home to recuperate.
Calculate the smaller army’s statistics based on its new size. The smaller army retains all of the larger army’s statistics and effects (including tactics, boons, resources, commander, and so on) except those based on its size (such as ACR and statistics based on ACR). The army reduces its Morale by 1 (as reforming is a blunt indication of misfortune).
There is no limit to how many times you can reform an army. Even a Colossal army can be whittled away and reformed several times until the CR of its individual units is too small to actually count as an army.
Splitting an Army
You can divide an army into smaller armies. At any time outside of combat, you may split an army into two armies that are each one size category smaller. One of these armies retains the larger army’s commander; you must assign a commander to the other army.
Calculate each smaller army’s statistics based on its new size. The smaller armies retain all of the larger army’s statistics and effects (including tactics, boons, resources, commander, and so on) except those based on size (such as ACR and statistics based on ACR). Each smaller army reduces its Morale by 1.
Determine what percentage of its full normal hit points the larger army had. Each smaller army has this proportion of hit points for its new size. For example, if the large army was at 70% (28 hp out of 40), each smaller army is at 70% of the full hit points for its size.
There is no limit to how many times you can split an army. Even a Colossal army can split several times until the CR of its individual units is too small to actually count as an army.
The costs in this section assume an active, deployed army. You may instead convert an army into a reserve army, placing it in a settlement. This reduces the Consumption cost for the army to once per month (or kingdom turn) instead of once per week. A commander has to spend only 3 days per month with a reserve army to remain active with it. The Morale penalty for an absent commander happens every month instead of every week.
The size of an army you can put in reserve depends on the buildings you have available in the settlement. A Watchtower can hold a Small or smaller reserve army, a Barracks can hold Medium or smaller, a Castle can hold Large or smaller, and a Garrison Huge or smaller. A Gargantuan or Colossal army can’t be put in reserve— it must remain deployed (though it can be indefinitely deployed in one of your own hexes). A Temple counts as a Watchtower for the purpose of holding special religious troops (clerics, druids, inquisitors, or paladins), and a Cathedral counts as a Barracks in those cases. You may split an army (see above) to allow you to divide its units among several buildings. Any building used to house a reserve army must have a Granary in the same city district.. In addition, if a unit has mounts, there must be a Stable in the same city district.
If you move the army outside the settlement, it immediately counts as an active army and the costs must be paid per week as normal.