Chronicles Medieval kingdoms: Factions, Unit Trees, and Battlefield Tactics

Explore the known Chronicles Medieval kingdoms—England, France, and the Holy Roman Empire—plus troop tiers, recruitment, formations, and army-building tips.

Why the known Chronicles Medieval kingdoms matter

Choosing among the announced Chronicles Medieval kingdoms will shape more than the color of your banner: each culture is being built around a distinct troop identity, deployment pattern, and progression path. The known Chronicles Medieval kingdoms—England, France, and the Holy Roman Empire—already suggest three different ways to recruit, command, and win battles, even though the game is still in development. That matters because your faction choice should influence how you approach army composition, terrain, formations, and long-term progression.

Raw Power Games presents Chronicles: Medieval as a medieval sandbox centered on diplomacy, conflict, character progression, and large-scale warfare. The official Chronicles: Medieval game overview currently lists Steam Early Access for PC in early 2027, with console timing to be announced later. A recent Steam developer diary about army management also says the Early Access launch moved to early 2027.

The developers generally describe these groups as factions or cultures. This guide uses “kingdoms” because it is the search term players use, but the important distinction is how each faction’s military system works.

Faction or culture currently detailedPublicly described strengthDeployment signalMain planning focus
EnglandExceptionally skilled bowmenLongbowmen favor the flanks and clear sight linesProtect ranged troops and control approach routes
FrancePowerful cavalryHeavy cavalry gravitates toward the VanguardTime charges and maintain mounted momentum
Holy Roman EmpireTough melee infantryDense Vanguard and Middle Guard formationsBuild a durable center and win through cohesion

These identities are not strict class locks. Every main faction is planned to have Levy, Household, and Mercenary units, with unique progression trees. Each tree includes melee and ranged troops as well as infantry and cavalry. The difference is that each faction’s options are tailored toward its publicly described strengths.

Player experience: A community trailer breakdown interprets early footage as showing English-, French-, and Holy Roman Empire-inspired forces. It also speculates about customization, horse archers, and final combat behavior. Those observations are useful for visualizing the reveal, but they do not establish an official list of additional factions or final rosters.

England, France, and Holy Roman Empire: what each offers

Among the current Chronicles Medieval kingdoms, the most obvious differences are not just cosmetic. The disclosed unit trees and deployment preferences suggest that each faction will encourage a different opening plan.

England: ranged pressure and battlefield control

The English military identity is built around highly capable bowmen. English longbowmen prefer the flanks, where they can gain clearer lines of sight and avoid being trapped in the center of a melee. Ranged troops are also described as more fragile than melee units, so their effectiveness depends on positioning and protection rather than damage alone.

A practical English plan could include:

  • Place longbowmen on a flank with a clear view of the enemy’s advance.
  • Use an Initial Order to move archers toward a ridge or useful firing position before the main clash.
  • Keep melee infantry nearby to discourage cavalry or enemy infantry from reaching the archers.
  • Consider Mercenary cavalry or melee troops when your army lacks a mobile response.
  • Use Loose formation for ranged units when incoming missiles or cavalry are a serious threat.

England does not need to rely exclusively on archers. The faction’s full progression tree still includes melee and mounted choices. However, its bowmen provide a clear reason to prioritize terrain, screening troops, and careful deployment.

France: cavalry as the decisive arm

One of the most distinct Chronicles Medieval kingdoms is France, whose public faction profile emphasizes fearsome cavalry. French heavy cavalry is expected to favor the Vanguard during deployment, making it naturally suited to early charges and aggressive pressure.

That strength comes with a timing problem. Cavalry can be devastating when it hits an exposed flank or disorganized formation, but specialized defensive formations are designed to punish reckless charges. The announced Spear Wall, for example, is intended to counter cavalry at the cost of very limited movement.

French planning tips include:

  • Keep heavy cavalry ready for a flank or Vanguard assault rather than sending it blindly into prepared infantry.
  • Use Initial Orders to direct a mounted unit around the enemy’s side.
  • Consider the Skein or Wedge when a concentrated charge is more valuable than broad coverage.
  • Recruit English Mercenary archers if your army needs stronger ranged pressure.
  • Budget carefully for horses, equipment, promotion costs, and ongoing upkeep.

The developer diary specifically presents English Mercenary archers supporting a French army as an example of using mercenaries to cover a faction’s weaker area. That makes France a good illustration of how faction identity and army customization can work together.

Holy Roman Empire: a powerful center

The Holy Roman Empire gives the Chronicles Medieval kingdoms a strong melee-focused identity. Its troops are described as tough infantry, and its deployment preferences favor a dense Vanguard and Middle Guard. That suggests an army designed to absorb pressure, hold important ground, and let cohesion determine the outcome of prolonged engagements.

Cohesion represents training, organization, and leadership. Higher cohesion helps a unit maintain a tighter formation, respond more quickly to orders, and resist pressure from cavalry charges and infantry attacks. This makes formation discipline especially important for an HRE army.

A sensible HRE setup could include:

  • Place durable melee units in the Vanguard and Middle Guard.
  • Use Block or Shield Wall when holding a position matters more than speed.
  • Add French Mercenary cavalry if you need a stronger mounted vanguard.
  • Use ranged mercenaries when enemy archers are creating too much pressure.
  • Avoid rushing into an all-Household force before your finances can support it.

The HRE profile therefore rewards commanders who value stability and controlled advances rather than immediate mobility.

Building an army across the Chronicles Medieval kingdoms

The key to understanding the Chronicles Medieval kingdoms is recognizing that faction identity is only one part of army building. Your troops also belong to categories with different tier ranges, recruitment conditions, costs, morale risks, and upgrade paths.

Unit categoryStarting and ending tiersTypical accessStrategic role
LevyUsually Tier 1 to Tier 5SettlementsEarly foundation and affordable variety
HouseholdUsually Tier 4 to Tier 8 or 9Castles and their facilitiesTrained, well-equipped core troops
MercenaryUsually Tier 3 to Tier 7Quartermaster offers, often outside the local cultureFlexible gap-fillers with higher costs and morale risks

The game’s power scale runs from Tier 1 to Tier 10, but each category uses a different section of that range. A fully upgraded Levy unit can still challenge a low-tier Household unit, so tier number should not be the only factor in your decisions. Equipment, role, stats, and cohesion also matter.

The announced army-growth figures provide a useful sense of scale:

Progression milestonePublicly described figureWhy it matters
Power-tier range1–10Provides a common scale for troop strength
Maximum unit slotsUp to 10Makes army composition a major decision
Example unit growthAbout 50 to 100 troopsLarger units increase strength but also costs
Late-game army sizeUp to about 1,000 troopsFood, pay, horses, and upkeep become essential

Recruitment is also tied to the exploration map. Quartermasters at settlements and castles can offer new units or replenishment resources. Available recruits are limited, other commanders can reduce the pool, and offers refresh globally each in-game week.

ObjectiveWhere to focusImportant consideration
Recruit Levy unitsSettlementsSettlement size affects which tiers may appear
Recruit Household unitsCastlesBarracks, stables, blacksmiths, and other facilities influence availability
Find MercenariesLocations offering foreign-culture optionsMercenary availability can differ from the local faction
Replenish lossesQuartermasters and matching troop resourcesLevy, Household, and Mercenary replenishment are tracked separately
Improve future offersBuild renown and support prosperous locationsRenown, prosperity, buildings, and time can affect recruitment

A useful early-game routine is to rely mainly on Levy troops, then introduce Mercenaries as your finances and reputation improve. Household units become more attractive in the mid- to late game, but they are also more expensive to recruit, promote, and maintain.

Avoid promoting every unit immediately. Promotion costs vary by category, role, and tier. Infantry and ranged troops need different arms and armor resources, while cavalry also requires horses. A balanced force may outperform a smaller elite army if the elite troops leave you unable to replenish losses or pay upkeep.

Morale deserves the same attention as equipment. The disclosed morale states range from Inspired and Confident to Concerned, Wavering, and Broken. Poor pay or insufficient food can reduce morale outside battle and eventually cause desertion. A unit that reaches Broken morale routs and is treated as lost, even if some soldiers survive.

Turning faction identity into battlefield decisions

Taken together, the Chronicles Medieval kingdoms appear designed to differ through deployment behavior as well as unit statistics. Battle Planning lets you arrange Battle Lines, assign Standing Orders, choose formations, and issue Initial Orders before combat begins.

The formation system is divided into flexible Base Formations and specialized Advanced Formations:

FormationIntended roleTradeoff
LineWide, mobile infantry arrangementGeneral-purpose but not specialized
BlockTighter, deeper formationStronger staying power with a narrower front
LooseRanged-unit spacingReduces the number of easy targets but sacrifices density
Shield WallHold ground with infantryDefensive and less flexible than a normal line
Spear WallStop charging cavalryExtremely slow movement
SquareDefend against attacks from multiple directionsVery difficult to maneuver
SkeinDeliver a concentrated cavalry chargeNeeds time to reform after the charge
WedgePunch through an enemy lineConcentrates force and can create exposure elsewhere

Use Base Formations while moving and switch to an Advanced Formation when contact is close. Reformation takes time, so changing shape repeatedly can cost you the moment of engagement.

Standing Orders offer three broad behavior settings:

  • Aggressive: The unit seeks visible enemies and attacks.
  • Defensive: The unit holds position after spotting a threat.
  • Versatile: The unit can respond to changing conditions and select a suitable behavior or formation.

Initial Orders are separate from Standing Orders. You might send French cavalry around a flank, move English bowmen to a ridge, or position HRE infantry on a hill. Once that opening command is completed, the unit returns to its assigned Standing Order.

You can also shift between direct third-person combat and Command Mode. Command Mode supports Global Commands such as Advance, Hold, Fallback, Engage, Charge, and Retreat, while Local Commands let you select a specific unit and change its target, position, facing, or behavior.

Terrain and leadership add another layer. Battlefields are shaped around the location of the engagement on the exploration map, and the developers say their Ymir tool produces a wide variety of battlefields during development. Read the available ground before committing cavalry or ranged troops.

Finally, your character is more than a spectator. Participating in the fight can improve your army’s morale, while the character going down applies a major penalty across the force. The disclosed system also says that visible personal achievements, including kills and executions, can help push nearby units into the Inspired state. In other words, a commander may need to know when to issue orders from safety and when to fight alongside the troops.

FAQ

Which Chronicles Medieval kingdoms are currently detailed?

The publicly detailed factions or cultures are England, France, and the Holy Roman Empire. England is associated with skilled bowmen, France with powerful cavalry, and the Holy Roman Empire with tough melee infantry. The developers have indicated that more cultures and systems remain to be shown, so this should not be treated as a complete final roster.

Will each faction have different troop trees?

Yes. Each main faction is planned to have unique Levy, Household, and Mercenary progression trees. Those trees still include melee and ranged troops, infantry, and cavalry, but their development paths are tailored to the faction’s regional strengths.

Which faction is best for a specific playstyle?

There is no final balance ranking because the game is still in development. The current design signals point toward England for commanders who enjoy ranged pressure, France for cavalry-focused tactics, and the Holy Roman Empire for a durable melee center. Mercenaries should also let players compensate for gaps in any faction’s lineup.

When will Chronicles: Medieval enter Early Access?

The current official target is early 2027 for PC through Steam. Console versions are planned to follow, but their release timing has not yet been announced. Because the game remains in development, faction details, balance values, and progression systems may change before launch.