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Kingdom Two Crowns – Subjects

Subjects

Other Kingdom Two Crowns Guides:

Peasants
Tool: None
Job: None
Coin Capacity: 2 Coins
When a vagrant is given a coin, they will become a peasant, and head to the center of your kingdom where they will await a job. Peasants are the denizens of your kingdom that do not currently have a job. When there are available tools, peasants will run over and pick them up to do the job associated with the tool. During the day, the peasants will wander near the shops awaiting a job. At night, the peasants will run back to the center of your kingdom and wait until morning. If chased by a greed, they run. If they get hit once, they drop their coin and become a vagrant.

Archers
Tool: Bow (2 Coins)
Job: Hunting & Defending
Coin Capacity: (10?) Coins
During the day, archers will wander between your outer walls and the forest, hunting rabbits and deer. At night, they run back to and hide behind the outer wall to defend the kingdom. They will run away from greed, but will occasionally stop to shoot at them. If they are hit once, they drop their bow and become a peasant. Archers have a (1/3?) chance of hitting their target.

Workers
Tool: Hammer (3 Coins)
Job: Building, Repairing, Deforesting, & Manning Heavy Weaponry
Coin Capacity: 2 Coins
During the day, workers (AKA builders or engineers) wander around the last site they worked on. At night, they head to the outer walls and wander around there. They will run away from greed, and when hit, workers drop their hammer and turn into a peasant.

Farmers
Tool: Scythe (4 Coins)
Job: Moneymaking
Coin Capacity: 14 Coins
When a farm is available, a random farmer will be assigned to go there and create a crop field. During the day, farmers will grow and harvest coins for you (still seems legit). At night, they run back behind your kingdom’s walls for safety, or will stay at their farm if it is a tier 2 farm. They will run away from greed, but have the slowest run speed of all subjects. If a farmer does not have a valid farm to work at for (5?) days, they will drop their scythe in the water and become a peasant, which will happen en masse once winter starts.

Pikemen (Exclusive to Default Biome)
Tool: Spear (2 Coins)
Job: Emergency Crowd Control
Coin Capacity: 0 Coins
Pikemen (AKA spearmen) are a temporary unit, meant to be used as a way to turn the tides of a battle you know you may lose. During the day, pikemen wander around aimlessly, occasionally using their spears to hunt for fish, and are the only unit that can hunt during the winter. At night, pikemen guard behind the furthest constructed wall on their assigned side, and stab enemies as they attack the wall. Their attacks pierce through all enemies they touch, and deal the same amount of damage as 1 arrow to each enemy they hit. After 3-4 stabs, the pikeman’s weapon will break, and they will turn back into a peasant. Only 1 pikeman can be active on either side of the kingdom; if there are extras, they will wait in line, getting ready to take the place of the active pikeman when his spear breaks.

Ninjas (Exclusive to Shogun Biome
Tool: Shuriken (8 Coins)
Job: Ambush
Coin Capacity: ? Coins
Ninjas replace pikemen in the shogun DLC. They operate very differently than pikemen, and thus are listed separately, but are still a temporary unit that serves the same purpose. During the day, ninjas will wander around near the outer wall of the side they are defending, and unlike pikemen, will not hunt anything. As night approaches, they run out to the forest and hide behind a bamboo chute near the edge. Once the greed pass the ninja’s hiding spot, the ninja will leap out to backstab the enemy, and then proceed to quickly stab multiple enemies nearby, before eventually vanishing in a puff of smoke, never to be seen again.

Squires
Tool: Shield (4 Coins)
Job: Attack & Defend
Coin Capacity: (4?) Coins
When a peasant picks up a shield to become a squire, they will be assigned a side of the kingdom based on which side of the kingdom the shield was purchased on, and (3-5?) random archers will be assigned to become that squire’s squad. These archers will follow the squire wherever he goes, and will no longer hunt, so be careful about hiring squires when low on archers. During the day, squires and their squad will wait outside the outer wall in their assigned direction, awaiting orders to attack. At night, they will fall back behind the walls to defend against the greed. If a wall’s health reaches (20%?), any knights and squads defending that wall will attempt to retreat to the next wall inwards. When a squire is attacked by greed, it will parry the attack, with a chance to lose their shield in the process (unconfirmed), becoming a peasant. If the squire is carrying any coins, they will drop those one by one instead of losing their shield, therefore it is recommended for you to drop coins to your squires in order to buff them. If the banner outside the outer wall they protect is paid 4 coins, the squire on that side and their squad will be signaled to attack the nearest portal in that direction, and will head out to do so no matter the time of day or circumstances. If there is a boat in that direction, they will board the boat instead. Once they arrive at the portal, your squire will attempt to defend against the greed that the portal spawns, while your archers chip away at the health of the portal. If the portal is destroyed successfully, the squire and squad will immediately retreat back to your kingdom for the upcoming blood moon. If the squire loses their shield, their squad will revert back to regular archers immediately.

Knights
Tool: Sword (20? Coins)
Job: Attack & Defend
Coin Capacity: (8?) Coins
After crafting a sword at the forge, the nearest available squire will retrieve it, promoting them from squire into knighthood. Knights fill the exact same role as squires, but have double the coin capacity, and thus double the health, and also have a lower chance to lose their shield upon parrying attacks. (unconfirmed)

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