Chronicles: Medieval is designed around personal political relationships and battles that combine strategic deployment, real-time command, and direct third-person fighting. The developer also plans an auto-resolve option for players who would rather focus on diplomacy or trade. These are announced systems for a game still in development, not guarantees about the final release.
How diplomacy works: relationships between individuals
Raw Power Games describes diplomacy as a network of personal ties, not one attitude score shared by everyone in a faction. As senior designer Álvaro puts it, “Diplomacy in Chronicles: Medieval is character-to-character.” A relationship with one lord does not automatically make that character’s allies or faction peers friendly, so political disputes within a faction can matter to the player.
Each character’s opinion of another is planned to range from -100 to 100, from absolute hatred to absolute love. Traits and actions are intended to affect that opinion, which can influence whether a character helps or hinders the player in politics and battle. This is the developer’s announced scale; the source does not give a publication year for it. Raw Power Games’ Dev Diary #2 explains the model.
Titles, land, lieges, and vassals
Titles establish social rank and connect characters to a feudal hierarchy. The announced social types include nobility and clergy, as well as merchants, artisans, and mercenary bands. A title may be tied to a settlement or region, which the developer describes as a source of tax, vassal duties, and trade revenue. A title-holder may have a liege, vassals, both, or neither.
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Formal rank is only part of a ruler’s position. The developer says perceived legitimacy, a ruler’s standing with vassals, and loyal vassals and allies help determine how vulnerable that ruler is to internal or external attack. These are elements of the announced simulation, not independently verified or finalized mechanics.
How battles work: three layers of control
The official FAQ describes battles as moving between preparation, battlefield command, and direct combat. The General layer is for strategy and troop deployment before battle; the Captain and Combat layers are available during battle. The developer says players can switch between Captain and Combat while fighting, but has not said whether the General layer is accessible mid-battle.
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| Layer | Player role | When and how |
|---|---|---|
| General | Choose strategy and deploy troops | Before battle; strategic setup and placement |
| Captain | Move around the battlefield in third person and issue real-time orders to nearby units | During battle; direct battlefield command |
| Combat | Engage enemies directly | During battle; hands-on fighting |
These are the Early Access plans described in the official FAQ, and the developer notes that the game remains in active development.
How direct fighting is meant to affect the army
The developer’s battle design links the player’s performance in one-on-one combat to nearby troops’ morale. As described in Developer Diary #1, “Skillful 1v1 combat feeds into nearby unit morale, which propagates through nearby formations and may turn the tides of a battle.” In the intended model, a local change in morale can spread through formations; it is a design goal, not a confirmed measure of how the finished game will behave.
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A TechRadar preview published October 4, 2026, reports that a developer presentation showed unit placement, third-person fighting, parries, and posture meters. Those details describe what the journalist saw in a preview build, not a final feature list. TechRadar’s preview and interview provides that build-specific account.
Manual command or auto-resolve?
Players who do not want to fight every battle directly are meant to be able to use auto-resolve. The developer says it is intended for players focused on diplomacy or trade, with plausible outcomes and realistic damage. It also cautions that auto-resolve may be less efficient than a skilled player commanding manually. The FAQ does not provide specific formulas or guarantees for how outcomes are calculated.
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How armies develop
The developer says it is working on unit types, recruiting locations, experience, and promotion into more capable and resilient units. Its army discussion places the setting in the late medieval period and describes changes in military service from around 1300 through the fifteenth century. These progression systems are still being developed; see Dev Diary #4: At Your Command.
In the October 2026 TechRadar preview and interview, the developers also discussed household troops, peasantry, mercenaries, culture-specific army trees, and possible troop-development paths. Treat those as details reported from that preview and conversation, rather than settled specifications.
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When will these systems be playable?
Raw Power Games’ latest diary says Early Access is planned for early 2027, while the Steam listing gives a planned 2027 release and says the game is not yet available. The official FAQ warns that system details may change, and the diplomacy diary says scope and values remain subject to development and rebalancing.
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