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General overview
Battle Brothers can be thought of as a turn based simulator of medieval/light fantasy battles. As with many turn based strategy games, it can be split into 2 parts:
1)'turn based' combat or tactical part on a hex tiled battlefield
2)'real time with pause' management or strategy part on the overland map and settlements

The player starts the game with 3 men, will hire more from settlements (up to 20) and can field a maximum of 12 men in battles. All men require gold and provisions for upkeep.

As the player progresses through the game, 3 general parameters are improved:
1)XP (earned from battles) which leads to more levels, stats and perks for the men
2)Gold (earned from completing contracts, battles and selling items) which is used to hire men, purchase supplies (tools/medicine/food/etc) and also better weapons/armor/equipment
3)Renown which modifies contract payout and Relations with various settlements which modify buying and selling prices

Difficulty levelsEdit

As of full release version 1.1, difficulty can now be customized separately for 3 game aspects (combat, economy, starting funds) with Ironman mode as a separate option.
For each aspect there are three difficulty levels (beginner/veteran/expert).

Increasing Combat difficulty makes opponents more challenging and numerous. There is a greater enemy presence on the Global map with enemy groups and lairs more likely to have more and/or better troops.

Increasing Economic difficulty makes contracts pay less. Beginner also increases resource carrying capacity whereas on Expert, deserters take their equipment with them. Selling prices for various items at settlements are also reduced at higher difficulties.

For starting gold and supplies, difficulty is tiered as high, medium and low (previously beginner/veteran/expert in older builds).

Crowns
Crowns
Food
Provisions
Supplies icon
Tools
Ammo icon
Ammo
Medicine icon
Medicine
High: 2500 50 40 80 30
Medium: 2000 50 20 40 20
Low: 1500 50 10 20 10

Optionally, you can enable the "Ironman" mode for each difficulty level when starting a new campaign.
With this mode enabled for a campaign, the game saves automatically and the player is not able to set manual savepoints. Therefore the player has to live with every decision he makes and can not reload to a previous state other than the last autosave.


Things that are NOT modified by chosen difficulty levels:

  • Enemies will carry the same equipment with the same stats on all difficulty levels
  • Availability of items and supplies from towns and cities is unaffected by difficulty


Levels and XPEdit

Level Total XP
needed
2200
3500
41000
52000
63500
75000
87000
99000
1012000
1115000
See full Article: Level and Experience

The character's level is a value between 1 and 11 and measures experience in battle. Characters rise in levels as they gain experience and are able to increase their attributes and gain perks that make them better at the mercenary profession.

The introduction of "Veteran Levels" allows mercenaries to level even farther than level 11. Every level above 11 (= Veteran Level) requires 5000 XP and there is NO perk point awarded and the stat rolls are reduced to a maximum of +1 for three stats. Veteran levels are capped at L42.

Attributes can be divided into two different categories:
  • Primary Attributes can be increased each level by 1-3 points
    • Melee Skill
    • Melee Defense
    • Ranged Defense
  • Secondary Attributes can be increased each level by 2-4 points
    • Ranged Skill
    • HP
    • Fatigue
    • Resolve
    • Initiative (3-5 points)

Talent stars further modify these basic ranges.

Some recruits with military backgrounds may already have a few levels under their belt. If you hire a brother who already has one or more levels, you can distribute his perk points and stat roll level ups after you hired him as you do with a normal mercenary.

Examples of some backgrounds:
Starting Levels
Background 07
Background 35
Background 37
Background 08
Background 24
Background 49
Background 10
Background 30
DeserterMilitiaBastardDisowned
Noble
Retired
Soldier
RaiderSellswordSwordmaster
1-2 1-2 1-3 1-3 2-3 2-4 2-4 3-5


Combat XPEdit

See full article: XP awards for enemies

XP gain in combat: The person who did the killing blow gets 20% of the "XP value of an enemy". The other 80% is distributed equally amongst all men who are still alive.[1]
Details on "total XP value" for various enemies can be found here: XP awards for enemies.


Upkeep and Food SupplyEdit

See full articles: Character Backgrounds and Provisions

Your soldiers aren't noble adventurers fighting for truth or justice, they are in it for the money. A company without money and supplies will quickly have no members left.
Every soldier gets paid a daily wage of crowns, if you fail to pay them, their mood will decrease and after a while and if angered enough, they may decide to desert your company.
The wage is increased by 2 crowns per level up and the character trait greedy increases the wage right away by 2 crowns.


Each brother consumes 2 units of food per day unless they have certain traits like spartan or gluttonous.
If you fail to feed them, their mood will decrease and after a while and if angered enough, they may decide to desert your company.
The quality of food currently doesn't hava any effect, although there is an event ingame, that when you have a good diversitiy of food (also with high quality food like venison) that will boost the mood of your men.

High quality provisions usually take longer to spoil than lower quality provisions. Your mercenaries will always eat or drink the provisions which are the closest to spoil.

MoraleEdit

See full article: Morale and Attributes

All units (excluding Undead (excluding Necromancer) and most Ancient Dead) have Morale status, which varies from Confident to Fleeing, Steady being the default state. Effects of Morale on various stats are shown below:

Morale
state
Resolve Melee
Skill
Ranged
Skill
Melee
Defense
Ranged
Defense
Confident 0 +10% +10% +10% +10%
Steady 0 0 0 0 0
Wavering -10% -10% -10% -10% -10%
Breaking -20% -20% -20% -20% -20%
Fleeing -30% -30% -30% -30% -30%
  • Units that fail Resolve test when broken, panic and try to disengage and flee the battlefield.
  • Fleeing units can randomly regain their composure and come back to fight.
  • The skill "Rally the Troop" (unlocked as a tier 3 perk ) has a chance to raise the morale of nearby allies, this could get brothers back from the fleeing status.
  • Brothers' starting Morale in battle is rolled based on their Mood.


DaytimeEdit

Battle Brothers uses a day/night cycle, going through the phases

Dawn - Morning - Midday - Afternoon - Evening - Dusk - Night

Settlement vendors (e.g. Temples, Training Halls, Barbers, etc) are closed and not available during the Night portion of the day/night cycle. It is not possible to recruit new mercenaries during the Night either. Taverns are the only settlement building open at any hour of the in-game day/night cycle.

A complete day in-game is about 1 minute 45 seconds in real time. Use the Space Bar or click the pause button next to the clock at the top of the screen to pause the game. The passage of time is also halted while in town, while in an event dialogue or during combat. While the game is not paused on the world map, provisions will be consumed, damage gear flagged for repair will be repaired (provided you have Tools and Supplies) and wounds will heal (provided you have Medical Supplies). Wages are paid to your mercenaries daily at noon (once Afternoon starts).


Enemy Troop SizeEdit

Enemy numbers for contract-spawned lairs are influenced by Difficulty level (as stated above). Contract difficulty (enemy numbers and tier) also scales with time, the strength of your roster, the difficulty rating (skulls), the type of contract, and some factors specific to the type of contract – for example, escort contracts are generally more difficult the longer you travel, as it increases the chance to run into enemies. Contract reward also scales with the difficulty rating (skulls) of contracts, which is why it offers some indication as to the contract difficulty. [2]

Difficulty of contracts, non-contract locations and roaming parties scales differently.

Mousing over lairs usually reveals rough assessments of numbers (detailed in table below) and troop types for the defenders.

Description Actual Range
A1
A few2-3
Some4-6
Many7-10
Lots11-13
A plethora14+

RenownEdit

See full Article: Factions & Relations
Renown
Level
Renown
Score
Unknown0
Recognized250
Reliable500
Competent750
Professional1050
Reputable1400
Famed1800
Great2250
Glorious2750
Fabled3350
Legendary4000
Invincible 8000
Immortal 14000

Your renown is your repute as a professional mercenary company and reflects how reliable and competent people judge you to be. The higher your renown, the higher the reward from contracts and the more difficult contracts people will entrust you with, and the more resources your enemies will spend on working against you. Renown increases on successfully completing contracts and winning battles, and decreases on failing to do so.

The company has 100 Renown (Unknown) upon starting a new campaign and gains 5 from the 1st mandatory fight.

In the full release version v1.1, Renown gain from completing contracts is 25 (halved from build 0.6). Renown from winning battles is usually 5 (again halved from build 0.6). Battles can potentially give 10 if pitted against a significantly superior force. To compensate for slower Renown progression from regular sources, the full release features Ambitions which give 100 Renown each upon completion.

Renown is lost upon retreating from battles (typically -15) and also lost when cancelling contracts (typically -75 when no gold taken in advance). Renown can have negative values (ie -15 Renown is labelled as Unreliable).

ReferencesEdit

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