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Chronicles: Medieval is designed around personal political relationships and battles that combine strategic deployment, real-time unit commands, and direct third-person combat. Players are also meant to be able to delegate battles to auto-resolve. These are announced plans for a game still in development, not guarantees about the final release.
How diplomacy works: relationships between people, not factions
Raw Power Games describes diplomacy as a network of individual lords with their own ambitions, grievances, and calculations. As senior designer Álvaro puts it, “Diplomacy in Chronicles: Medieval is character-to-character.” An opinion held by one noble does not automatically apply to that noble’s allies or other members of the same faction, so improving one relationship may not win over an entire court.
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Titles create the feudal structure
Titles establish social rank and role. The developer has named feudal nobles and clergy, as well as merchants, artisans, and mercenary bands. Titles may be tied to settlements or regions that generate tax, vassal duties, or trade revenue. A title-holder may have a liege, vassals, both, or neither. The resulting hierarchy is meant to shape who holds land and how obligations and influence are organized.
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A character’s opinion of another is represented on a scale from -100 to 100, from absolute hatred to absolute love. Raw Power Games says traits and actions affect this value, and personal ties can determine whether someone helps or obstructs the player in politics and war. The scale is a game mechanic, not a real-world measurement.
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Formal rank is only part of political strength. The announced model also considers a ruler’s loyal vassals and allies, perceived legitimacy, and standing with vassals when indicating vulnerability to internal or external threats. The developer has not presented these as settled or independently tested mechanics; its diplomacy diary says system scope and values may change during development.
How battles work: three layers of control
The official FAQ describes battles as a blend of tactical setup and third-person action. The player’s role changes from preparing the army to directing nearby troops and, if desired, fighting opponents directly.
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| Layer | Player role | When and how |
|---|---|---|
| General | Set strategy and deploy troops. | Before the battle; tactical planning and deployment. |
| Captain | Move around the battlefield in third person and issue real-time orders to nearby units. | During the battle; battlefield navigation and unit commands. |
| Combat | Engage enemies directly. | During the battle; direct third-person fighting. |
The FAQ says players can switch between Captain and Combat during a battle. It does not say whether the General layer remains available once fighting begins, so that should not be assumed.
Direct fighting is intended to affect morale
The developer’s battle design connects individual combat to the behavior of nearby troops. In its first developer diary, Raw Power Games wrote: “Skillful 1v1 combat feeds into nearby unit morale, which propagates through nearby formations and may turn the tides of a battle.” This describes an intended design effect, not a confirmed outcome in a finished game.
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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 are observations from a preview build; they do not establish that every shown detail will remain in the final game.
Auto-resolve for battles you do not want to command
Players who prefer diplomacy or trade to hands-on fighting can choose auto-resolve, according to the FAQ. The developer says its outcomes are intended to be plausible and damage realistic, while warning that auto-resolve may be less efficient than an experienced player commanding manually. The published information does not specify a formula or exact efficiency difference.
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How armies are meant to grow
The army development diary discusses unit types, recruitment locations, experience, and promotion into more capable and resilient troops. It frames these as work in progress rather than final progression rules. The diary also places the setting in a late-medieval military context, describing changes in service from around 1300 through the fifteenth century.
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Repair common Windows errors and clear accumulated junk for a smoother, more stable PC - no reinstall needed.Free scan · no reinstallIn the October 4, 2026 preview and interview, developers discussed household troops, peasantry, and mercenaries, as well as culture-specific army trees and possible troop development paths. These are details attributed to that preview and developer discussion, not a complete final roster or specification.
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What is confirmed—and what may change
The official FAQ says Chronicles: Medieval is in active development and its system details may change. The latest developer diary points to Early Access in early 2027, while Steam lists a planned 2027 release; neither date guarantees availability on a particular day. Steam currently lists the game as not yet available. The announced mechanics should therefore be read as the current design direction, not a promise that every feature or value is final.
- Diplomacy is built around individual relationships within a feudal hierarchy, rather than one attitude shared by an entire faction.
- The announced battle flow combines pre-battle deployment, real-time orders to nearby units, and direct fighting.
- The developer intends direct combat to influence nearby unit morale, and offers auto-resolve as an alternative to manual command.
Sources: Raw Power Games, Dev Diary #2: Lords, Power, and War; Raw Power Games, Chronicles: Medieval – Your Questions Answered; Raw Power Games, Developer Diary #1 – What We’re Building; Raw Power Games, Dev Diary #4: At Your Command; Steam listing; Tom Regan, TechRadar, October 4, 2026.
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