As promised, I would like to present more of this proposal for finishing the Kingdom of Jerusalem. Unlike the first post which was geared toward immediate fixes for 2.2/2.3, this concerns ideas for 3.0. The easiest way to start is with the basics, the units. The units form the core of how one plays the faction, and let's face it, BC like any mod built on MTWII is a game about units at it's heart with events and diplomacy and other aspects frilled up around them.
This is all based on infrastructure which already exists in the game, and elements which were begun by someone else but not quite fleshed out. The concept is as follows; that the KoJ is made up of 4 categories of units which serve different purposes. Exploiting these and drawing sharp distinctions can bring out a greater gameplay experience (including different recruitment areas and strategies) while holding to historical facts. By viewing these units into 4 categories we can isolate the different recruitment methods, limitations, strengths and weaknesses.
KoJ unit Categories
1. "Latin." These represent a broad range of Europeans who've come to the east for some lord, for prestige, glory, or God. They form the early/middle backbone of the KoJ roster, but due to their limited numbers and narrow skill sets they must be augmented by others. Franks or Franj may be better terms (depending on the scholar or point of view) but BC has already chosen to use "latin" over other terms.
Recruited from: KoJ starting regions (4 in 3.0), various buildings.
Examples are Sergeant Spearmen, Latin halberdiers, Norman knights.
2. Outremer. Men in this category represent those who were born in Outremer (French for overseas, and what Europeans in the Middle Ages called the Christian holdings in the Mediterranean and Middle East), unlike their "Latin" brethren who were born in Europe. They may even have some Middle Eastern ancestry. In fact, the Poulains are lower knights of mixed ethnicity. As the kingdom of Jerusalem persists, these men become the middle/late backbone of it's forces. They vary widely in quality from some of the poorest troops to some of the KoJ's best.
Recruited from: Starting regions plus all KoJ extended AOR regions, in barracks, ranges, and stables.
Examples are Levantine crossbowmen, Turkopoles, Outremer swordsmen, Poulain men-at-arms, Knights of Outremer.
3. Knightly Order. Along with secular knights (represented by Knights of Outremer, Latin knights) the military religious orders founded in Outremer are the muscle of the KoJ. Along with their secular brethren they are the best fighters of the KoJ, and among the best in the world. Unlike the secular knights, they are highly organized, and uniformly armed & equipped.
Recruited from: Starting regions with some availability in extended AOR, in Order specific buildings.
The orders are: Templar, Hospitaller, and Teutonic.
4. Crusader.These men represent a broad swath of Europeans(Genoese, Normans, Flemish, Franks, Germans, etc) fresh off the boats to the Holy Land, who have taken up the cross. They do not impact loss of labor or mercantile activity and so their upkeep is minimal, but their starting cost is high to represent the expense of taking the voyage. Due to the lack of manpower in the KoJ, they may be an early lifeline for the KoJ and form a continual stream of fighters throughout all periods.
Recruited from: Starting regions and extended AOR, Ports only.
Examples are Latin longbowmen, Crusader Sergeants.
The KoJ is faced with many challenges from the outset. The general idea here is to provide different ways to alleviate them. With such limited recruitment at the outset, in order to augment the "latin" forces, crusading troops will be available early at ports. I have further ideas for other existing units to be available there. The player can concentrate on growing the knightly orders but that will take time. The best Outremer troops are not available at the start of the game, serving as a kind of reorganisation of the KoJ's armies once these homegrown, fief owning knights come into their own, as in history -- and provide more dismounted, siege warfare-based heavy infantry.