Men

Along with Gold and Lands, **Men** are one of your chief resources in Warsim... if you can call a collection of people of various types "resources". Mostly acquired from your Lands and/or Gold, they get you more Gold and Lands through various deeds, mainly through battle.

There are a few different meanings for Men in Warsim; you could be referring to the humans of the default race of Aslona, you could be referring to all of your soldiers (also known in-game as **Units**), or you could possibly be referring to the eight-or-nine "fixed" types of units available to you in the game. Let's cover these in reverse order.

This guide will exclude Necromancy at the moment, because I know absolutely nothing about it.

## Fixed Types of Men

There are nine fixed unit types available to you in Warsim, available in all games; eight of these are usable in battle, six are human, and one only appears on the "View your Troop Count" menu if you have at least one of them.

The three "main" types are **Peasants**, **Soldiers**, and **Knights**.

### Peasants

Your "peasant workers" definitely aren't *all* of the commoners under you, but they are the ones who serve you directly instead of just paying Rent. They are (in most cases) the most common units available.

Most of your Peasants start out as **Militiamen**, and are then "hired" with a one-time payment to the Militia Leader. The Militia is a defensive army that can be left alone, but it has a small chance to come to disagreements or mood swings that force it to start from scratch-- that is, to say, with zero Militiamen. Your Peasants won't randomly leave unless they're scared, typically by **the Rebellion** if that faction has more Peasants than you, in which case they'll get scooped up by the Rebellion and become theirs. Most "free" units are Peasants, too, notably recruits from the villages.

* Alternatively, "Forceful Enlistment" is an optional law that allows you to force Peasants to join you from your Lands-- it's unpopular, but it's free. You can also ban the Militia to make Forceful Enlistment more effective.

Peasants are your "Tier 1" troops, with a base Battlescore of **50**. On the other hand, Peasants are also workers; they make you money via the **Harvest**, and can also work in the Mines. You thus have a quick option to attack with everything *but* your Peasants if you have a High General worth his salt.

### Soldiers

Your Soldiers (proper) are "armed men", "Tier 2" troops with a Battlescore of **100**. These men do no hard labor for your sake, unless you think beating the tar out of enemies in your name is hard. They're also dignified enough to be fronted in Diplomacy without being laughed at, unlike your Peasants.

The default law of your Lands for Normal Difficulty and higher is "Free Enlistment", allowing Soldiers to enlist in your army for the **Wage** you offer them; the default Wage for your Soldiers is 1 Gold each, per turn, but can be increased up to 5. If the Wage you promise a Soldier isn't met, they will **Desert** to either **the Rebellion** or **the Deserters**, neither of which like you all that much. Soldiers may also desert to the Rebellion if they're scared of it.

Most Soldiers stick to the **local Guilds and Forts**, however; you can "hire" them with a relatively-massive starting bonus, which is often much higher than whatever you have to pay for Peasants, though certain Kingdom upgrades can gradually lower their price. If you have any of the Forts in the explorable parts of the Realm, these will increase the amount of "hirable" Soldiers available, of course. The Combat Academy in the North is another good source of Soldiers.

If you can't afford your Soldiers (or if you want more-immediate cash), you can disarm them for free, converting them into Peasants who will still serve you; you don't have to pay their wages, while they're Peasants.

### Knights

Your "loyal Knights" are "Tier 3" troops with a Battlescore of **150**. These elite men are well-armored, adventurous, and a little all-over-the-place. They are far-more-dignified Diplomats than your Soldiers, though your actual Diplomat can be better.

Knights are men of means, so their Wage has to be a minimum of 3 Gold per turn, and you can make it as high as 15. You can "hire" them from the local **noble houses** for a truly-insane sum, typically hundreds of Gold per Knight, or from the Order of Roses in the West (for a little less on average). Given the extreme price of Knights, however, you'll probably acquire them randomly in relatively-decent numbers:

* You can construct a "Nobility Post" for a small base chance of one Knight coming over each turn during the end-of-year reports, and gradually upgrade it into a more-impressive lodging that attracts Knights more reliably.
* You have a not-insignificant chance of bumping into a lost Knight or two while exploring, and they'll join you for free. This seems most likely to happen if you're taking a walk in the North or the East.
* Knights may offer to go on Quests for you in the Throne Room, and will typically join your ranks if they finish the Quest successfully.
	+ If you have a high Public Opinion, Knights in the Throne Room may join you straight-up!

Most of the Knight's monetary value appears to come from their **Training** ability; if the Laws allow it (and they do by default), each of your Knights will train (convert) 5 of your Peasants into Soldiers at the end of each year. With the Recruitment Hall built, you can convert Knights into **Recruiters**, who won't fight but will train even more Soldiers.

If the burden of Knights is too great, but you still want them to fight, you can found a **Knightly Order** and offload the Knights into that. The Order Knights will act as another defensive army, like the Militia, but can also be given some offensive orders. Founding a Knightly Order requires building the Hall of Order first, though, which isn't cheap. Knights can "**Desert**" (like Soldiers but unlike Peasants), but they won't join the Rebellion.

### Bandits

*See Bandits.*

Somewhere between "Tier 1" and "Tier 2" troops, Bandits are dangerous-but-untested men with a Battlescore of **75**. They also get you Gold, like Peasants; unlike Peasants, though, these guys get the Gold from other factions.

The cheapest Bandits are your own **Prisoners**, from your own Prison; converting a Prisoner into a Bandit typically costs only 10 Gold. At base, this is a pretty-good deal, since Prisoners don't do anything. If you invest in a **Prison Labour Yard** *(british sic)*, however, then your Prisoners may make more Gold than they'll steal as Bandits.

Bandits are also an **objectionable** unit type in your army; you'll get complaints for having them, proportional to how many you have, both in the Throne Room and in the end-of-year report.

### Tribal Goblins

The second-most-populous race in the realm and beyond, spawned from a cave in the West, the Goblins native to your realm have a Battlescore of **50**. This is better than most Goblins *outside* the realm; unfortunately, the realm's Goblins are generally not very smart, and there's a bit of racial animosity here.

At the start of the game, **Goblin Slavery** will be legal, and your **Goblin Slaver** will be the source of most of your Goblins; the given excuse is that Goblins would enslave humans if given the chance, and you don't stop to ask if that's true. Goblins are typically very cheap, especially when compared to Peasants; however, Goblins are not as versatile as Peasants. The Goblin Slaver also pays you a **Tribute**, proportional to how many Goblins you've bought from Goblin Slavers in general, the Goblin Slaver's economic acumen, and how many times you've "re-rolled" the Goblin Slaver's economic acumen via executions; this *sort of* resembles the kind of Gold you'd get from Harvests, but it requires you to have a Goblin Slaver around by the end of the year, and a number of factors (from competent Goblins present in the previous year to your own executioners) might cause an interruption.

Banning Goblin Slavery is an option, and replaces the Goblin Slaver's monopoly on the market with a bunch of (slightly-more-expensive) sources of Goblins in the West. You'll get a single decent-sized volunteer army of Goblins as a reward, too. Lastly, there are a few options that randomly give you Goblins every now and then, such as the little Goblin colony you can build within your own borders and the Sceptre of the Goblin God *(british sic)*.

Just like Bandits, Goblins are an **objectionable** unit type; unless your army is composed of JUST Goblins, anyway, in which case there won't be much of an issue. Unlike Bandits, Goblins might also be used as currency to attend Arena fights in Independent Territories.

But wait; why are these shmucks called "Tribal" Goblins?

### Goblin Berserkers

Goblin Berserkers are Goblins with a Battlescore of **100**. Aside from the nifty head spikes and the enormous combat prowess, Goblin Berserkers are the same as Tribal Goblins; they're also known as "Goblin Tribal Berserkers", or "Goblin Berserks".

While Goblin Slavery is a thing, your best bet for getting Goblin Berserkers is to have one of the Goblin Slavers who only sells them; these guys are tagged "Berserk", or "Berserk and Affordable" if they're also economically incompetent. While Goblin Slavery isn't a thing, your best bet is to go to Goblinwood in the West; Goblin Berserkers can be hired over there.

### Slaves

But what about *human* Slaves? Well, you're not about to arm a Slave without immense mental conditioning to prevent an uprising, and an unarmed Slave isn't about to fight for you; these guys are **Non-Combat Units**. They're essentially Peasants that you can't deploy or get killed on accident, completely dedicated to your Harvest and your Mines, though they possibly work harder. *They're not even counted in the "Men" total at the top of the screen.*

**The Slavers** are the source of Slaves. If you own the Slavers' Fort in the North, you can get Slaves for free, hire Slavers to get more Slaves, and sell Slaves. If you're *not* the Chief Slaver, then you'll have to buy them; they're about as cheap as Tribal Goblins, having the capabilities that Tribal Goblins lack and lacking the capabilities that Tribal Goblins have.

Alternatively, if you know all of the "Evil" Policies, you can declare yourself a "Slave Kingdom" and instantly enslave all of your Peasants, but you'll have to free (and/or sell) all your Slaves before you can do it again.

If you want to be nice, you can **Free Slaves**; roughly 25% of them will gratefully stay by you as Peasants. You might want to have fewer Slaves than other units, by the way; otherwise, the Slaves may **Revolt** and form a faction dedicated to destroying you.

### Slave Soldiers

Slave Soldiers are... well... Slaves converted into Soldiers. Each has a Battlescore of **75**.

Like with regular Slaves, Slave Soldiers are primarily acquired from **the Slavers**, specifically from the Slavers' Fort. They cost more than regular Slaves, but much less than Bandits (and regular Soldiers too). If you free your Slave Soldiers, roughly 25% of them will join you as regular Soldiers, complete with the increase in Battlescore.

Alternatively, Slaves can be Trained (converted) into Slave Soldiers if you build the Slave Training Pen. The Slave Training Pen also lets you disarm Slave Soldiers, turning them back into regular Slaves.

Slave Soldiers will also **Revolt**, by the way. If a Revolt happens, all of your Slaves and Slave Soldiers will flip on you, becoming Slave Rebels and Slave Soldier Rebels respectively.

### Demons

Demons are dangerous and gigantic beings with a Battlescore of **666**. They don't appear in your troop count list unless you have one.

**The Demon Horde** is the main source of Demons, of course; it doesn't particularly care about Gold, however, or anything other than the complete destruction of everything in the realm. The best way to get Demons in any sizeable quantity is to start out in-league with them; you'll start with 100 Demons in this case, and you'll get new Demons whenever you screw up badly.

There are also ways to summon Demons, but only 1-per-year; the Old demon summoner in the North gives you your yearly summon up-front, while the Horn of Demons gives you 100 Demons exactly 100 years after you blow it.

## Random Men

*See Races.*

Also known as "foreign mercenaries", the units that comprise **Independent Territories** you *haven't* conquered yet can be hired; they'll then be tagged to the bottom of your Troop Count. With each Independent Territory comes three Tiers of troops, each of which will be the same Race. Like Goblins, they don't get a Wage. You can "hire" these in several places:

1. Directly from **AT-LEAST-BARELY-CIVILIZED** Independent Territories **THAT YOU'RE** **NOT AT WAR WITH**
	* The price matches the unit's Battlescore, unless your **Relations** with the Territory are high or low enough.
	* If they're your **Vassal**, you can alternatively require that they give you a portion of their fresh recruits for free!
2. From Foreign Mercenary Posts in the West and in the East
	* These will change every year, and you must "hire" either all or none of them.
3. From a Foreign Mercenary Hall you've built in your own lands
	* This will only be filled occasionally (though upgrades increase the odds), what with you being new-to-the-scene and all that.

If you don't feel like dropping stacks, there's still a chance that foreigners may seek council in your lands, typically through the Throne Room; these people may be fleeing hard time for serious crimes they committed, however, which will damage your Relations with their home. You may also get **Refugee Camps** of **AT-LEAST-BARELY-CIVILIZED** Independent Territories that were defeated to settle in your lands, converting some or all of the entire listed population into your Men.

## Aslona's Men

The vast majority of NPCs in Aslona are Men. These fellers are mostly white, as that's the default color of Warsim's text; unless you're playing in Light Mode, of course, in which case they're pitch black. Other Men (typically seen in the random-odd Adventurer Group of generic Men) are typically olive-skinned (orange), and are just as likely to be black (dark-grey) as white. Aslona's Mercenary Groups are typically Men as well, with a more-even split between skin colors. There's also a blue man in the East, while passive worshippers of Demons are typically light-red.

**Women** are comparatively-rare, but they're found in decent quantities in Darkdale. Witches are more-common than women outside of Darkdale, but they're a separate Race.