Campaign Flow Briefing
Recruitment System
TAOM replaces the old two-lane troop pipeline with a broader four-tier structure. Recruitment now reflects homeland identity, regional control, and faction depth rather than treating every settlement as the same pool with a small noble overlay.
System Premise
A New Four-Tier Structure
Every faction uses the same broad recruitment logic, but local geography and faction identity now decide which parts of that structure are most accessible.
Troops no longer fall into only standard and noble categories. Instead, every army is built through layered access to Regular, Noble, Regional, and Unique units, each with its own frequency, role, and map presence.
The dependable core of every faction roster.
Elite households and officer retinues available faction-wide in small numbers.
Homeland-tied specialists tied to geography, culture, and local identity.
Legendary formations tied to one or two strategic locations in the world.
Why It Matters
Campaign Consequences
Recruitment is now part of map strategy, not just a background numbers system.
Territory Matters More
Expanding into the right regions now changes your recruit quality, not just your income and garrison size.
Faction Identity Deepens
The system lets factions feel broader than one basic line and one noble line by tying local troops to place.
Defense Gains Meaning
Holding rare settlements protects access to regional and unique troops that cannot simply be replaced elsewhere.
Tier Dossiers
Recruitment Layers
Each tier exists to answer a different campaign need, from stable troop supply to rare regional military identity.
regular
Regular Units
Regular troops form the foundation of every army. They appear consistently across all settlements within a faction and provide the stable baseline that keeps campaigns moving.
noble
Noble Units
Noble troops still follow the classic Bannerlord expectation of being globally recruitable inside a faction, but they remain deliberately scarce and represent aristocratic or officer-class warriors.
regional
Regional Units
Regional units only appear in specific cities, castles, or villages connected to their place of origin. They are more specialized than regular troops and reward map knowledge and territorial control.
unique
Unique Units
Unique units represent sacred orders, exceptional warbands, or singular military traditions. Not every faction fields them yet, but they are intended to create memorable high-value recruitment targets.
Settlement Example
Typical Recruit Composition
A normal settlement pool should lean on regular troops, keep noble access narrow, and use regional troops to make the location itself feel distinct.
In practice, most settlements should show roughly 40-50% Regular, 10-20% Noble, and 30-40% Regional troops, with Unique units remaining highly restricted.
The result is a recruitment map where controlling the right homelands matters just as much as holding a lot of territory.