To raise militia in Manor Lords, recruit male villagers into a unit and supply the weapons—and, for some unit types, shields—it requires. Each unit can hold up to 36 men, but raising troops pulls villagers away from their normal work. The game remains in Early Access, so equipment and command details below reflect the official warfare reference and may change.
How to raise a militia unit
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Open the military interface and choose an available militia unit type.
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Provide the required weapons and shields for that type. The unit can be smaller than 36 men if you do not have enough required equipment.
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Raise the unit when you need it. Its soldiers come from male villagers, who leave their usual work to take up arms.
The official warfare reference documents a maximum of 36 men per unit. The official Steam listing describes the economic tradeoff: villagers who are raised as militia are no longer doing their usual jobs.
Militia types and equipment
The official warfare reference lists four militia types. Their attack values are game-reference attributes, not a reliable ranking of how they will perform in every battle.
| Unit | Required equipment | Role and listed attributes | Attack value |
|---|---|---|---|
| Militia Footmen | Sidearms and small shields | Melee; shield | 2 |
| Spear Militia | Spears and large shields | Melee; shield; impaling | 1 |
| Polearm Militia | Polearms | Melee; charge and anti-armor attributes | 2 |
| Archer Militia | Warbows | Ranged | 2 |
Choose according to the equipment you can supply and the role you need. The listed attributes alone do not establish a universally best unit or predict the result of a fight.
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Rank #2
How armor works
Armor is optional for forming a troop, but the official warfare reference says it adds protection. Its documented equipment behavior depends on available gear and burgage-plot level:
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Soldiers try to equip a helmet when one is available.
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Soldiers from level 2 burgage plots try to equip a gambeson.
Rank #3
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Soldiers from level 3 burgage plots request mail armor.
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These are the wiki’s documented Early Access rules; they may not describe every current-build change.
Unit commands, stances, and formations
The warfare reference documents movement commands, stances, and formation depth. Running moves a unit faster but affects fatigue, so speed has a cost. Select a stance in light of the threat rather than treating any one option as best for every engagement.
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Balanced: The reference lists this as a stance but does not specify a numerical effect in the cited descriptions.
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Stand Your Ground: Doubles defense while halving attack speed.
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Push Forward: A listed stance; the cited descriptions do not establish a numerical effect.
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Give Ground: A listed stance; the cited descriptions do not establish a numerical effect.
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Missile Alert: Doubles the chance to avoid or block arrows while halving melee defense.
Formation depth is also adjustable, but the reference does not establish one universally superior formation. Consider fatigue and the risk of friendly fire when positioning and moving troops.
How many military units can you have?
The official FAQ describes six as the intended global cap for military units, counting militia and the personal retinue. It also says that building six militia units before constructing a Manor can still allow the first retinue to unlock. Treat six as the FAQ’s intended cap, not as a newly confirmed rule for every post-update build; check the current interface if it behaves differently.
Early Access and version context
Manor Lords remains in Early Access. The official Steam listing says Major Update #8 reached the main branch on August 27, 2026, and describes militia levies, retinues, mercenaries, and the economic cost of raising villagers. That listing does not confirm that the update changed militia equipment rules or the intended unit cap. For the latest behavior, consult the official warfare reference and official FAQ; both may be revised as the game changes.
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