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Priydan

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Posts posted by Priydan

  1. The peasantry cower in their huts as the host of the Warlords roll past their villages. The land is oddly silent, even the birds are quiet in their perches.

     

    No resistance is given. The peasantry accept their new fate with an ominous feeling of dread.

     

    The state provides a basic amount of farmland - should the Warlordship not burn the fields - and taxable citizens.

    Medieval_Morons.jpg

  2. The forces are still unloading on to the beach when a single horn rings out from the cliffs above. The Brittean forces look up, startled and panic spreads throughout the army. The Commander of the Brittean expedition makes his way to the front of the rabble, just as 500 men appear on the clifftop. "Damn" he mumbles, knowing that there are only two ways off this beach; to flee or to fight?

    ROBINHOOD_MPC_VFX_03.jpg

  3. The wrath of the Spheniscan forces is grave. Children are snatched from the mother's teat and brutally dashed on the rocks. The women are gangraped in the streets of every village and hamlet in the land, before being forced into huts and set alight. The men are rounded up and summilary eexecutedon great pyres of olive branches. Not even the fairest soldier in the Sphensican force shows any enotion other than that of fanatical glee. 

     

    But what of the armed men of the State who had triggered such carnage? Gone...fleeing to a neighbouring state...waiting for revenge.

     

    The Spheniscan Republic has taken the region, with its small supply of lumber but at great cost to the local populace, only 5000 taxable citizens remain. 25 000 corpses remain unburried as a sign to all those who dare resist. This brutality shall never be forgotten.

    540caf146378b_.jpg

    • Upvote 1
  4. The insatiable greed of King Rook is well known, his constant cawwing and clamouring for all that glitters rankling ever more with the common man.

     

    They are further more aggrieved when carts full of diamonds roll in from his new State - which was contested not even my the meanest of miner or cave-digger.

     

    King Rook cares not for the misgivings of the commoner, for again he will add yet more bling to his crown jewels. The Kingdom is now well known for its prosperity, well at least that of the ruling classes, brought about by the diamond trade - yet the common people still wait ever impatiently for a slice themselves.

     

    Havens Kingdom has gained yet another small state with a basic but again valuable source of diamonds, with a basic amount of taxable citizens. However, due to his prosperity, he has been granted an extra 50 Military Credits by the benevolent Mod Of War.

     

    die-verschiedenen-arten-der-fahrung.png

    • Upvote 1
  5. The 45 bold pioneers of the Caledonian Land Expedition move inland, away from the safety of the Caledonia Fleet stationed in a small inlet. Should they encounter anything fiercer than the blasted crabs that plague the beach they must surely fail.

     

    The expedition comes across a small fishing village on the banks of a small river. The people here are simple folk, and wary of strangers. The village leader, a man named Silvio, tells the leader of the expedition that there is no real power here on this part of the coast - and that the expedition was indeed lucky to choose this area to make a landing, as other such similar fishing communities are not so forgiving of strangers.

     

    A bold move by the Caledonian Forces to use their naval supremacy to find such a hospitable place, however with such a small expedition their luck may not last forever.

     

    C25 provides the Caldeonian Empire with a basic amount of Fishing Access and taxable citizens.

    nets.jpeg

  6. The Spearwall holds as they slowly retreat from the Olive Grove. The Commander steadies the line - he knows that his troops are on the verge of complete exhaustion. Fallrn spearmen are subjected to vile acts of desecration by the militia men.

     

    "Hold, damn ye men! Hold! We need not die here today. Those men will fuck your corpses if ye don't damn hold!"

     

    A few probing assaults by a handful of militia men are repelled - just.

     

    The Company pulls back to the neighbouring region, completely spent. They are not strong enough to hold the region.

     

    A total of 35 Spearman have died, a subsequently sexually desecrated, at the exchange of 97 militia men. Vengeance shall surely be swift after such appalling acts of depravity.

     

    "That'll do damn ye boys, that'll do. We'll get these corpse fuckers next time."

    Battle of Pinkie 1547 scots Campbell pikemen 730.jpg

    • Upvote 3
  7. The combined Parisian and Bourque forces roll into the area, advancing towards a small but well developed township. They are greeted at the town gates by an emissary,

     

    "Stay your weapons, friends, we mean you no ill will. We welcome you to the State of Razan Kazar. We have long admired your nation from across the border, and wish to become part of your great empire."

     

    The Warlords are taken somewhat aback, they had been expecting a scrap - their confidence bruised by their hasty retreat from overwhelming brute forces only 2 years past.

     

    "Please, we welcome you here. We also own the state to the North West (L18) of here. These lands are small but we supply much needed farmland for an ever expanding empire. Take this bushel of apples, try them - are they not the sweetest apples you have ever tried?"

     

    The Warlords look at the apples bemused - both much more accustomed to the flavour of horse meat and offal. Still, they accept the offer - there is no need for a fight this day. They nod to the emissary, and the gates of the township are opened.

     

    The French Warlordship of Slavland are bequeathed the State of Razan Kazar (L17 & L18) which both provide a basic amount of farmland and taxable citizens. A glorious, bloodless day for the Warlordship.

    magna-carta-signing.jpg

    • Upvote 2
  8. The spearmen initially make steady progress against the militia units, whose blaring horns do more damage than their weaponry

     

    But the spearmen have stretched their supply it's very limits and are exhausted. The Militia draw further into the olive grove The Commander of the small Spearman company faces several dilemas.

     

    PLAN 1 - Press on with the assault. A do or die attempt to rout the militia from the area. But are the men too tired to carry out the attack? Will the tangle of trees disrupt the formation and play into the brigands hands?.

     

    PLAN 2 - Fall back onto the defensive. The Commander of the Spearman Company realises that he has overstretched his hand and forms an orderly withdrawal across the plains, possibly triggering the militia onto a foolish offensive assault.

     

    PLAN 3 - Complete withdrawal. The Spearman Company falls back in orderly fashion into a safe region - knowing that next time they must bring more men and supplies.

     

    PLAN 4 - Flee! The Commander loses faith in his Company, surely the only way of escape is every man for himself back across the border.

  9. 200 bold spearman from the Spheniscan Republic march south to procure fresh lumber for fuel and the production of goods.

     

    Clusters of olive trees scatter the region. Although only in a basic amount, the area would be invaluable to any expanding nation. But the spearmen are not alone.

     

    Emerging from an olive grove to the near west of the spearmen emerge 500 hostile milita, braying on war horns. Whilst little more than a noisy rabble, the spearmen are outnumbered and under supplied in this foreign land.

     

    To flee or to fight?

    swisspikemen31.jpg

  10. The forces of Brittean Atlantis march further onwards towards the wilds of Wales, sending a small yet thoroughly professional force to secure yet another region.

     

    Great fields of corn spread the land, glistening in the shimmering sun. All is well and merry as the troops begin to forage corn to send back to the capital.

     

    But corn is not all that this land offers. In the night, a great foulness falls over the camp. Dysentery – the curse of the common foot soldier strikes! 10% of all foot infantry in the area lie stricken in their berths beneath the stars. The healers work through the night, and by the morning, exhausted, they have managed to save many of the stricken troops. The dead are buried in a single grave over the next few days.

     

    The land has been taken, but at a worrying cost. The Governor is criticised by some factions for endangering the lives of a handful troops for naught but a few corn fields – although some rise to his defence – had his employment of healers not saved many lives? The state provides a basic amount of food and taxable peasantry. Overall, disaster has generally been averted and a worthwhile venture.

     

    Losses – 6 Men-At-Arms, 5 Pikemen, 1 Militia (update to factbook)

     

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  11. "What a place to be," esclaims a weary spearman "there aint nothin here thats worth cumin all this way, it jus' plain stinks!"

     

    Later that night, that very same spearman comes down with a violent case of dysentry. The army, with no healers or supply quickly succumbs to the disease. In the space of a few days, 12.5% of the lowest form of soldier, the poor bloody spearmen are being buried in foreign soil. 

     

    It has been a costly and seemingly fruitless, for the moment at least, exercise. 100 spearmen have lost their lives for a medium sized state which produces a moderate amount of natural gas - which at this point is just an expanse of eggy aromas.

    4bdeath.jpg

    • Upvote 2
  12. The Brittean forces move into the area to procure farmland, and ate met with no greater resistance the cows farting in the wind.

     

    "Heck of a smell, milords!" chirps one insolent foot soldier as the Brittean Hierarchy inspects the new lands - and secretly they agree!

     

    The Brittean Atlantis now controls a small state where the predominate resource is farmland, producing a basic but sustaining amount of food for a growing Empire.

    medieval-livestock.jpg

  13. "You are in luck, milord. This area is free of brigands and disease - nought but a collection of hamlets and sleepy villages" reports back a patrol of horsemen.

     

    The horsemen have also brought the Mayor of a local village back on a cart. A jovial fellow, he presents to you a diamond, roughly the size of a chicken's egg. "There is plenty more in them there hills, my liege."

     

    Havens Kingdom now controls a small state with a basic but valuable amount of diamonds.

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    • Upvote 1
  14. The vanguard of the French Slav army move into the area. They report a vast expanse of plains - great expanses of wheat wave gently in the cool breeze. 

     

    "What a land!" they esclaim, filling their fodder bags with grain without care.

     

    But then, a great thunderous rumble from the fields to the East. A vast horde of mean looking folk hove into view - 20 000 strong - spears braying on shields.

     

    The French Slav Vanguard has but two choices: Flee or Fight?

    mongols-1961-04-g [1600x1200].jpg

    • Upvote 1
  15. Do not comment if this is not your thread! They can be discussed in Global News!

     

    Each Nation can claim one adjacent state per Day. Only nations with at least 1 transport ship can claim islands.

     

    Please claim stating which unique territory code you wish to claim (or spy if you have one) and try to RP it rather than just state "a1".

     

    The Mod of War will let you know how things progress. If you dont respond within 1 day if the state is contested your forces shall be retreated and the state remain unclaimed.

     

    Enjoy!

    Wallpapersxl Medieval Knight Army Knights As 944689 2560x1440.jpg

    • Upvote 1
  16. It seems easier to put both Maps together in the same place.GYQyRbw.png

    *Map of Expansion*

     

    509MSD5.png

    This is the map of the most dominant resource in each region. Naturally, they contain other basic resources but these are the main ones. 

     

    A rule of thumb is that a larger state produces more, a medium state produces a reasonable amount and a smaller state produces a basic amount of resources. HOWEVER, on the secret MOD map, certain states produce extra amounts - as dictated in the Map Guide. Larger states are found in the East, however to balance play these are generally harder to take control of.

     

    GUIDE

    1. RED - PETROLEUM (initially useless until Industrialization)
    2. BEIGE - STONE & GEMSTONES (initially a great commodity as stone is the primary building material)
    3. PURPLE - EXCELLENT FISHSTOCKS (provides excellent access to local or deep sea fishing channels)
    4. BROWN - LUMBER (excellent for building and production)
    5. GREEN - FARMLAND (CROPS & LIVESTOCK)(the most common land usage on the map - essential to fueling larger nations)
    6. GOLD - GOLD - (exceptionally valuable commodity earlier in the game before rise of petroleum)
    7. PINK - SILVER - (valuable commodity earlier in the game)
    8. LIGHT BLUE - IRON - (very valuable resource for military and technological advancements)
    9. LIGHT GREY - COAL - (initially of little use, very important during industrialization era)
    10. LAVENDER - LEAD - (initially of little use, very important during industrialization era)
    11. LIME - NATURAL GAS - (initially of little use, very important during industrialization era where it becomes an exceptionally valuable commodity)
    12. ORANGE - DIAMONDS - (In short supply, however forever exceptionally valuable for trade)
    13. BLUE GREY - PRECIOUS METALS - (always a great commodity to possess)

     

     

    RESOURCES GUIDE 1400-1450            
    (IN SUM)   SMALL SMALL BONUS MEDIUM MEDIUM BONUS LARGE LARGE BONUS
    NATURAL GAS LIME 10 000 15 000 20 000 25 000 30 000 35 000
    OIL RED 10 000 15 000 20 000 25 000 30 000 35 000
    COAL LIGHT GREY 10 000 15 000 20 000 25 000 30 000 35 000
    LEAD LAVENDER 10 000 15 000 20 000 25 000 30 000 35 000
    FARMLAND DARK GREEN 90 000 120 000 180 000 240 000 270 000 360 000
    FISHING DARK PURPLE 100 000 130 000 200 000 260 000 300 000 390 000
    LUMBER LIGHT BROWN 100 000 150 000 200 000 300 000 300 000 450 000
    STONE BEIGE 120 000 180 000 240 000 320 000 360 000 480 000
    IRON LIGHT BLUE 150 000 200 000 300 000 400 000 450 000 600 000
    PRECIOUS METALS BLUE GREY 170 000 220 000 340 000 440 000 510 000 660 000
    SILVER PINK 200 000 250 000 400 000 500 000 600 00 750 000
    GOLD GOLD 300 000 350 000 600 000 700 000 900 000 1 050 000
    DIAMONDS ORANGE 400 000 450 000 800 000 900 000 1 200 000 1 350 000
    • Upvote 3
  17. There is no "scout" other than the spy.

     

    As the guide say the Spy can be used to reveal an area and the same turn decide what to do with the info.

     

    You can only use 1 spy per day. The spy is then lost.

     

    The spy is for the cautious player. To save on more military units - sometimes just go for it.

     

    You are only obligated to fight barbarians IF you want to contest the land.

     

    The biggest worry is finding a gold state - the events of which are already scripted.

     

    From the map it is clear that the big states are in the East - however to balance play these are generally much more volatile.

  18. GUIDE TO THE MAP AND EXPANSION

     

    Each nation has the right to claim one blank state adjacent to their current State at a rate of ONE new state per ONE IRL day.

    To each player the neutral states are entirely blank to begin with, until they start filling them in. The MODs however possess a second map detailing the state of those neutral States. On the MOD map there is the following guide:

    1.       Blank State. The State is free for the taking without any moderation recourse.

     

    A small blank state provides the State holder with 30 000 new citizens and basic natural resources..

    A medium blank state provides the State holder with 50 000 new citizens and basic natural resources.

    A large blank state provides the State holder with 100 000 new citizens and basic natural resources

    2.       Brown State. This State will resist with force. You must defeat this nation to claim it in a single pitched battle. If you do not wish to fight, you will not claim the area and lose your turn.

     

            A small brown state provides the State holder with 40 000 new citizens and basic natural   resources. They are defended by 1000 Militia Units.

    A medium brown state provides the State holder with 75 000 new citizens and above average natural resources. They are defended by 2000 Militia, 500 Spearmen & 500 Light Horsemen.

    A large brown state provides the State holder with 150 000 new citizens and great natural resources. They are defended by 5000 Militia, 1000 Spearmen, 500 Longbowmen, 500 Light Horsemen.

    3.       Purple State. This is State is civilised and friendly an assimilate to your nation.

     

    A small purple state provides the State holder with 50 000 citizens, 1 barracks and 1 wooden fort with basic natural resources.

    A medium purple state provides the State holder with 75 000 citizens, 1 stable and 1 stone fort with medium natural resources.

    A large purple state provides the State holder with 125 000 new citizens, 1 siege workshop, 1 stable and a basic castle and large natural resources.

    4.       Gold State. This State comes with the risk of a natural or civil disaster.

     

    A small gold state provides the State Holder with 20 000 new citizens. It will however trigger possible minor disasters, such as small flooding, small smallpox outbreak etc. Basic natural resources.

    A medium gold state provides the State Holder with 50 000 new citizens. It will however trigger possible medium sized disasters, such as medium sized earthquakes, medium outbreaks of dysentery amongst troops, etc. Medium natural resources.

    A large gold state provides the State Holder with 100 000 new citizens. It will however trigger possible major disasters, such as rebellion, plague outbreak and desertion. Large natural resources.

    5.       Green State. This State comes with an abundance of natural resources.

     

    A small green state provides the State Holder with 15 000 new citizens. It provides an abundance of resources.

    A medium green state provides the State Holder with 35 000 new citizens. It provides a plethora of resources.

    A large green state provides the State Holder with 80 000 new citizens. It provides a mother-lode of resources. 

     

    The Spy

     

    Nations are not required to expand every day, although turns cannot accumulate. If a nation builds a spy, they may use the spy to scout an adjacent region. They can move in on the same turn, however the spy is now defunct.

    Ranking

     

    The more states you own, the greater your reputation will be – so even those risky Brown and Yellow states are worth owning. Players can obtain each rank depending on how many states they

    own (including starting states). The size of nations does not apply here.

    10 States – Local Power – no extra credit

    20 States – Regional Power - +50 extra credit

    30 States – Medium-Sized power - +150 extra credit

    40 States – World Power + 300 extra credit

    75 States – Superpower + 1000 extra credit

    100 States – Hyperpower + 3000 extra credit

     

    Similar State Bonus

    Each region has it’s own code. If a nation controls every nation in with that code, it will be granted massive bonuses.

    Region A – Bonus of 5 000 000 citizens and 500 extra daily credit.

    Region B – Bonus of 2 500 000 citizens and 350 extra daily credit.

    Region C – Bonus of 5 000 000 citizens and 500 extra daily credit.

    Region D – Bonus of 5 500 000 citizens and 550 extra daily credit.

    Region E – Bonus of 7 000 000 citizens and 700 extra daily credit.

    Region F – Bonus of 2 000 000 citizens and 300 extra daily credit.

    Region G – Bonus of 1 500 000 citizens and 200 extra daily credit.

    Region J –  Bonus of 5 500 000 citizens and 600 extra daily credit.

    Region K – Bonus of 3 000 000 citizens and 400 extra daily credit.

    Region L -  Bonus of 3 000 000 citizens and 400 extra daily credit.

    Region I – Bonus of 4 000 000 citizens and 450 extra daily credit.

    Region M – Bonus of 4 000 000 citizens and 450 extra daily credit.

    Region N –  Bonus of 5 000 000 citizens and 500 extra daily credit.

    Region O – Bonus of 1 500 000 citizens and 200 extra daily credit

    Region P – Bonus of 4 500 000 citizens and 475 extra daily credit

    Region Q – Bonus of 2 500 000 citizens and 350 extra daily credit

    Region R – Bonus of 2 500 000 citizens and 350 extra daily credit

    Region S – Bonus of 1 000 000 citizens and 100 extra daily credit

     

    TIPS & CONQUEST OF FELLOW RP NATIONS

    Territory may be exchanged with another nation providing it is adjacent to a state owned by said nation. You can exchange for similar size state (small, medium, large) or trade for Military Credit (300 Small, 500 Medium, 1000 Large)

     

    Remember that you cannot be conquered by another player without them controlling all Medium or Large castles in your territory - spread them out! Invading armies can attack 2 adjacent squares per Day. You can choose whether to contest the region or withdraw. Remember, 5 pitched battles must be won by the aggressor. Defenders cannot launch an attack on the aggressors territory without achieving 3 defensive victories first.

     

    It may seem an advantage to start as an Eastern Empire as there are much larger states there - but that comes at the price of much larger barbarian nations which are more frequent there.

     

    GYQyRbw.png

    MAKE SURE TO OPEN TO FULL SIZE SO YOU CAN SEE THE UNIQUE STATE CODES.

     

    • Upvote 2
  19. MILITARY GUIDE OF THE FIRST ERA (1400-1450)

     

    The following is a guide to Military building in the new RP.

     

    CREDIT AND SPENDING

    Troops are created through the spending of CREDIT (separate to currency) which is allocated daily. Initially, to create their first army, players are given. 2000 Credits. As a base rate players will receive 500 Credits daily to spend on their choosing from the guide. Each nation must apply to the MOD OF WAR (Me - Priydan - Hai!) via PM to create units. If you don't apply, you don't get - Simple! The 500 Credit base rate can however change. In time of PLAGUE, FAMINE, DROUGHT, CIVIL UNREST (determined by both Mods), the Credit base will drop until the issue is deemed resolved). In times of prosperity, and players prove their prosperity via active RPing, the Credit rate will increase. In times of national defence, the credit rate will increase for the defending nation. CREDIT CAN ROLL OVER, BUT FOR NO MORE THAN 5 DAYS as to promote activity.

     

    All armies must be supported logistically or they will not operate. You must purchase logistical troops as well as military troops. You must also be able to house all units you own or there will be a penalty which will be decided by THE MOD OF WAR. You cant have a standing army of 10 000 troops and only 1 barracks!

     

    Siege weapons at this time are only used in Siege warfare, and not in pitched battles during this ERA.

     

    CONQUEST

    Players must declare War first. The first battle may take place the next IRL day.

     

    To conquer a region, a Nation must win 5 Pitched Battles and be in possession of all Castles (Medium and Strong) in the region. THE MOD OF WAR will track all of your armies strength (Although please keep track of your own army!!!!) and size, and should two players go to war they will simulate and produce a battle report. Only 1 pitched battle is allowed per region per day. A siege of a fort or Castle lasts 1 day, a medium Castle 2 Days and a Strong Castle 3 days. Players can agree to a truce through a war and the MOD OF WAR will determine the overall outcome of the war. To help THE MOD OF WAR with battles, please state how many troops you choose to commit.

     

    When a region is conquered it is advised to keep a military force in the area for an ERA while it is assimilated. Conquered nations may instigate a rebellion if they appeal to THE MOD OF WAR and he agrees.

     

    *When an ERA progresses, all military units will be upgraded to their equivalent without charge, and other units may become available as war diversifies.* 

     

    STARTING UP

    Each nation as mentioned begins with 2000 Credits to spend. Each nation starts with the following for FREE in their first State (i.e. AA, BA, CA, etc, depending on start position):

    • 1 BARRACKS
    • 1 STABLE
    • 1 WOODEN FORT

     

    The Credit Guide is as Follows: (UNIT - CREDIT COST PER UNIT - IRL PRODUCTION LENGTH - ATTACK & DEFENCE RATING)

     

    UNIT TYPE COST  TIME ATT DEF
               
    SPEARMAN Foot Soldier 0.5 Credit 2 Hour 2 2
    MAN-AT-ARMS Foot Soldier 1.5 Credit 4 Hour 4 3
    PIKEMAN Foot Soldier 2 Credit 4 Hour 3 4
    HALBERDIER Foot Soldier 5 Credit 8 Hour 4 6
    LONG-SWORDSMAN Foot Soldier 10 Credit 10 Hour 6 4
    HEAVY SWORDSMAN Foot Soldier 15 Credit 12 Hour 7 5
    MILITIA Foot Soldier 0.2 Credit 1 Hour 1 1

     

    LONGBOWMAN

    Ranged Foot Soldier 3 Credit 8 Hour 5 5
    CROSSBOWMAN Ranged Foor Soldier 5 Credit 4 Hour 6 4
               
    CAVALRY ARCHER Ranged Cavalry 5 Credit 6 Hour 5 2
    LIGHT HORSEMAN Cavalry 8 Credit 12 Hour 5 3
    LANCER Cavalry 10 Credit 8 Hour 7 2
    KNIGHT Cavalry 15 Credit 1 Day 8 5
               
    MANGONEL Ranged Siege  40 Credit 1 Day 35 0
    TREBUCHET Ranged Siege  100 Credit 1 Day 45 0
    STANDARD BATTERING RAM Siege Equipment 5 Credit 4 Hour 10 0
    ARMOURED RAM Siege Equipment 30 Credit 1 Day 30 0
    SIEGE TOWER Siege Equipment 200 Credit 1 Day 45 0
    STANDARD CANNON Ranged Siege  150 Credit 1 Day 30 0
    HEAVY CANNON Ranged Siege 250 Credit 1 Day 50 0
               
    BLACKSMITH (1 per 50 Cavalry) Logistical 25 Credit 8 Hour n/a n/a
    SUPPLY WAGON (1 per 500 Troops/5 Ranged Siege Equipment) Logistical 10 Credit 12 Hour n/a n/a
    ENGINEERS (4 per Siege Equipment) Logistical 5 Credit 4 Hour n/a n/a
    HEALER (Improve odds of recovery) Logistical 15 Credit 1 Day n/a n/a
    SPY (Information to be leaked at Mod discretion) Logistical 50 Credit 1 Day n/a n/a
               
    SIEGE YARD (1 Per 20 Siege Weapons) Troop Storing 300 Credit 1 Day n/a n/a
    BARRACKS (1 Per 1000 Foot Units) Troop Storing 200 Credit 1 Day n/a n/a
    STABLES (1 Per 350 Mounted Units) Troop Storing 250 Credit 1 Day n/a n/a
    WOODEN FORT (Supports 1000 Foot) Defensive/Troop S 300 Credit 1 Day 0 1000
    STONE FORT (Supports 2000 Foot & 500 Cavalry) Defensive/Troop S 500 Credit 1 Day 0 7
    BASIC CASTLE (Supports 3000 Foot & 750 Cavalry) Defensive/Troop S 750 Credit 2 Day 0 2500
    MEDIUM CASTLE (Supports 4000 Foot & 750 Cavalry) Defensive/Troop S 1250 Credit 4 Day 0 4000
    STRONG CASTLE (Supports 5000 Foot & 1000 Cavalry) Defensive/Troop S 2000 Credit 7 Day 0 7500
    MILITARY DOCK* (Supports 30 Ships) Troop Storing 500 Credit 1 Day 0 0

     

    COG Small Warship 200 Credit 1 Day 75 300
    GALLEY Medium Warship 500 Credit 2 Day 350 50
    CARAVEL Medium Warship 500 Credit 2 Day 300 100
    CARRACK Large Warship 1000 Credit 3 Day 1000 1000
    FOOT TRANSPORT SHIP (1 per 2500 Foot Units) Transport 250 Credit 1 Day 0 300
    HORSE TRANSPORT SHIP (1 per 400 Horse Units) Transport 300 Credit 1 Day 0 300
    SIEGE TRANSPORT SHIP (1 per 15 Siege Units) Transport 400 Credit 1 Day 0 300

     

    *Only to be built in regions with sea adjacent - 1 dock per state square*

    **Sailors automatically assigned to all ships**

     

    You can spend your credits upgrading i.e. spend 200 Credits upgrading your first Wooden Fort into Stone Fort. Upgrading is not compulsory, you can build a STRONG CASTLE straight off if you have the credits without working through the upgrade system.

     

    *STILL A WORK IN PROGRESS*

    • Upvote 3
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