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Thread: The Wilting Flower of Chivalry - 1360 IH

  1. #1
    Barry Goldwater's Avatar Mr. Conservative
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    Default The Wilting Flower of Chivalry - 1360 IH



    The year is 1360.

    In Western Europe, France and England are still bitterly fighting the Hundred Years' War. Edward III of England has staked a claim on France, and following a number of spectacular triumphs such as Crecy and Poitiers, he has no desire to give up the war - though his people, weary and poor after nearly thirty years of nonstop war, certainly do. Meanwhile, France is effectively a kingdom without a king - their actual ruler, Jean II 'le Bon', has been a prisoner of the English since the catastrophe at Poitiers in 1356, leaving the kingdom in a flux and the French nobility free to plot against their rivals behind the curtains. Considering that they are still at war with England for their very existence and that the French people have also been badly bloodied by thirty years of grueling conflict, this is easily the worst possible time for the kingdom to fall into anarchy.

    Further to the south, Castile languishes under the tyranny of Pedro 'el Cruel', an arbitrary and (as one can tell from his epithet) harsh ruler - though surprisingly also one rather tolerant toward the Jewish community - who has locked the state in a war with neighboring Aragon, the so-called 'War of the Two Peters'. This conflict is also another sideshow in the greater Hundred Years' War, however - the English have thrown their support behind Peter of Castile, while the French have backed Aragon in a bid to secure their southern flank and deny the English another ally. Worse yet for Peter however, his half-brother Enrique is plotting to remove him from the throne...

    In central Europe, the Holy Roman Empire of the German Nation remains a fractured mess of little duchies, counties, prince-bishoprics and what have you. Emperor Charles IV, however, has succeeded in bringing a measure of stability to the empire through both words and the sword. The same cannot be said of Italy, where the merchant-republics Genoa and Venice still have their traditional feud, while the highly ambitious and sadistic Galeazzo Visconti has ascended to the throne of the rising power that is Milan, and to the south the Kingdom of Naples is attempting to punch above its weight in the Balkans. The Pope doesn't even reside in Rome any more - he now lives in Avignon, a virtual hostage and mouthpiece for the French, a sad state of affairs that few other European states are willing to tolerate.

    Further to the east, the aftershocks of the Mongol invasions of the 13th century can still be felt. The Golden Horde still controls a vast swath of Russia and the Northern Caucasus, though it is growing increasingly unstable as petty khans fight each other openly for the right to call themselves the heirs to Genghis Khan's legacy. Two great principalities have emerged from the ruins of Kievan Rus' to contest the Mongol hegemony in the east - the Republic of Novgorod and the Principality of Muscovy, the latter having subsumed the last proper heirs to the Kievan legacy, the older Principality of Vladimir-Suzdal. Meanwhile, Poland and (now-Catholic) Lithuania must contend with the Teutonic Knights, a German military-religious order rightly feared for their ferocity and zeal in battle.

    In the Balkans, Louis d'Anjou has led Hungary into its Golden Age, making the Magyars the uncontested master of the Balkans. Further south, the feuding Slavic states of Bosnia, Serbia and Bulgaria still stand, as does the declining Byzantine Empire. The Serbs have gained an enormous amount of territory under the brilliant leadership of Stefan Uros IV, but Stefan 'the Mighty' is now dead and his weak son, Stefan Uros V, has allowed the empire to decay in the hands of constantly feuding magnates.

    Lastly, in Asia, the Mamluk Sultanate - one of the few kingdoms to actually defeat the Mongols in a meaningful, lasting manner - is supreme, if only as a massively decentralized state. The rising power of the Ottoman Turks sit right on the gates of Europe, prepared to take advantage of Byzantine weakness and Serbian instability, and in time they may become a threat as grave to Christian Europe as the Arabs in the 8th century. To the east, the Mongol Ilkhanate has disintegrated into a number of smaller states governed by Mongol families, the largest of them being the Jalayarids who control Baghdad. Some of the worst ravages of the Mongol invasion - such as, for example, their obliteration of Baghdad in 1258 - can still be felt here, as much of the region has been left hopelessly poor and depopulated.

    The Renaissance is on the rise, spreading out of Italy to the rest of Europe, and bringing with it a tremendous number of new ideas and innovations - among them gunpowder, bound to transform warfare for all who come into contact with it. Chivalry is being increasingly relegated to the courts of high society, as the old days of massed knightly charges have been proven obsolete in slaughters such as Crecy. As previously mentioned, the Roman Catholic Church is also threatening to split right down the middle, as the French have always been trying to exercise influence over the Pope in Avignon - something their enemies, from England to the rulers of the fractured German and Italian states, cannot tolerate.

    Will you be able to survive the beginning of the end for the Middle Ages, or will you be trodden underfoot by your enemies? Or, even better, will you be able to emerge into the Renaissance at the head of a freshly centralized and reinvigorated empire?

    Map:
    Spoiler Alert, click show to read: 
    Econ map:
    Spoiler Alert, click show to read: 

    Factions:
    Spoiler Alert, click show to read: 
    Major powers:
    England - Dan the Man
    France - Krum the Bulgarian
    Castile - Celsius
    Aragon - Lorem ipsum
    Mamluks
    Golden Horde - Majonga
    Hungary - Rosenkruz
    Luxembourg (Emperor)

    (all Major Powers start with 50,000 florins)

    Regional powers:
    Denmark
    Norway - HMS England
    Sweden - Marshy
    Serbia - Kaitsar
    Teutonic Order - Chernov
    Bohemia
    Austria
    Saxony
    Brandenburg
    Bavaria
    Portugal
    Muscovy
    Novgorod
    Poland - KippyK
    Lithuania
    Naples
    Milan
    Ottomans - Pericles of Athens
    Jalayirids

    (all regional powers start with 35,000 florins)

    Minor powers:
    Byzantine Empire
    Bulgaria
    Marinids
    Scotland - Rakuten06
    Venice
    Genoa
    Hanseatic League
    Moldavia
    Wallachia
    Kingdom of Jerusalem (Cyprus)

    (all minor powers start with 20,000 florins)
    Last edited by Barry Goldwater; June 29, 2011 at 08:37 PM.

  2. #2
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Wilting Flower of Chivalry - 1360 IH

    Feudalism rules:
    Spoiler Alert, click show to read: 
    This game is set in the beginning of the end of the Middle Ages. Therefore, pretty much all states involved are hugely decentralized, with the monarch only directly controlling a small number of 'crown territories' and the rest of the realm administered by his/her noble vassals, who may or may not act in the best interests of the realm at large. Your crown territories are marked with a black line on the map; you will draw full income from these provinces, and be able to raise 100% loyal troops from them as well.

    The rest of your faction will be governed by noble vassals. You will not be able to draw 100% income from them; rather, you must set a tax (ranging from 0% to 100%) for the entire realm at large. This tax will determine the income you draw from your provinces; for example, with a 75% tax (don't try something like this unless you want your realm to implode ) you will get 7,500 florins from a 10,000-florin province, and so on.

    When you go to war, you can issue mobilization orders to your vassals. If they are still loyal to you, they will lend their forces to your aid; considering that you will be unable to raise troops in every province that isn't crown territory, expect to have to do this for basically any war beyond stomping out local insurrections. On the up side, you only have to pay 1/2 upkeep on vassals' armies; on the downside, forcing disloyal vassals to mobilize creates a dangerous fifth column in your ranks that will be all too happy to betray you for the right price, or at the worst possible moment in a losing battle.

    Lastly, vassals can revolt against you or defect to another monarch if pushed too far. The easiest way to piss off your vassals would be to raise taxes beyond 50%; a 40% tax, even in wartime, is still pushing it. Waging an unpopular war (ex. trying to conquer Naples as Sweden for the lulz) will also cripple the loyalty of your vassals. Lastly, trying to confiscate vassals' lands for yourself will naturally anger your subjects.

    Military Rules:
    Spoiler Alert, click show to read: 
    As always, unit income is 1/2 of their original price.

    Unit types:

    Peasants - 8,000/unit, 2000 florins, 1 day - Cheap, ill-trained and ill-equipped light infantry, conscripted peasants armed with whatever they could find. Worthless in all but large numbers, easy to panic and naturally ineffective against heavier troops like knights.

    Sergeants - 5,000/unit, 4000 florins, 3 days - Medium infantry armed with spears and shields, usually outfitted in leather or light chain armor. Reliable, highly versatile and affordable infantry capable of holding their own in a fight, and the go-to anti-cavalry unit if you don't have pikemen handy.

    Pikemen - 5,000/unit, 4000 florins, 3 days - Heavy infantry armed with long pikes, capable of presenting a virtually impenetrable front-line to enemies and especially deadly when fighting cavalry but sluggish, inflexible and highly vulnerable to missile troops and flanking maneuvers.

    Dismounted Men-at-arms - 4,500/unit, 6000 florins, 5 days - Heavy infantry clad in platemail and armed with swords, axes, maces and a variety of other melee weapons of good quality. Mostly rich burghers, squires and petty nobility unable to afford the dignity (or, evidently, warhorses) of true knights.

    Mounted Sergeants - 3,500/unit, 7000 florins, 3 days - Light cavalry equipped with short spears, shields, another melee weapon and quilted armor. Agile mounted troops suitable for scouting and flanking roles.

    Horse Archers - 3,500/unit, 7000 florins, 3 days - Light cavalry equipped with bows, arrows, an emergency melee weapon and quilted armor. Agile mounted troops suitable for scouting and skirmishing roles.

    Men-at-arms - 3,500/unit, 9000 florins, 5 days - Heavy cavalry clad in platemail and armed with quality lances and melee weapons. Mostly rich burghers, squires and petty nobility unable to afford the dignity of true knights. While they cannot measure up to actual knights, their charges are still devastating and in fact quite capable of breaking an enemy's front-line if timed right.

    Knights - 2,500/unit, 12000 florins, 7 days - Ultra-heavy cavalry clad in full plate and armed with lances and other melee weapons of high quality, often proudly presenting their coat of arms on their shields and their horses' tabards. The flower of European nobility, these thundering heavy horsemen can smash nearly all opposition head-on and in fact prefer to launch frontal attacks, to the point where they have a risk of charging without (or even despite) orders.

    Levy Archers - 8,000/unit, 2000 florins, 1 day - Cheap, ill-trained and ill-equipped light infantry, conscripted peasants armed with bows of varying quality. Worthless in all but large numbers, easy to panic and naturally ineffective against heavier troops like knights.

    Archers - 5,000/unit, 4000 florins, 3 days - Medium missile troops equipped with a bow and arrows. Ordinary bows lack the punching power and high accuracy of crossbows, but are faster to reload and also possess a greater range.

    Crossbowmen - 5,000/unit, 4000 florins, 3 days - Medium missile troops equipped with a pavise to better their chances of survival, and (as one can tell from their name) armed with the mighty crossbow. Crossbows have a shorter range and take longer to load compared to ordinary bows, but make up for it with greater armor-penetrating ability and accuracy.

    Handgunners - 4,500/unit, 6000 florins, 3 days - Medium missile troops equipped with a handgun, a large and unwieldy primitive firearm. Handguns are slow to load and wildly inaccurate, but create a lot of smoke and noise upon firing to frighten the enemy, and can punch through pretty much any armor.

    Ballista - 12 units/battery, 10000 florins, 4 days - Medium artillery firing oversized crossbow bolts.

    Catapult - 12 units/battery, 12000 florins, 6 days - Medium artillery capable of launching massive boulders over enemy heads and walls.

    Trebuchet - 12 units/battery, 15000 florins, 10 days - Heavy siege artillery capable of smashing even the mightiest of walls to ruins, very quickly.

    Bombard - 6 units/battery, 25000 florins, 14 days - Ultra-heavy siege cannons capable of smashing even the mightiest of walls to ruins, very quickly.

    ------------------------

    Naval units:

    Galley
    - 6000 florins, 5 days - A ramming ship propelled by hundreds of oarsmen, usually slaves and convicts converted to galley slaves.

    Holk - 8000 florins, 7 days - A ship with both sails and a large crew of oarsmen, outfitted not only with a ram but also a number of trained archers to pepper enemy crews with arrows, and lastly enough space for a few catapults to sink enemy ships from a safe distance. Capable of providing support in an amphibious landing operation.

    Gun Holk - 12000 florins, 9 days - As above, but carrying a crew of handgunners and a number of primitive cannons as opposed to mere archers and catapults, capable of sinking enemy ships in one blast. Also capable of providing support in an amphibious landing operation with their cannons.

    Carrack - 15000 florins, 12 days - A large sailing ship, outfitted with a large mixed company of handgunners and archers and carrying a greater number of cannons than the Gun Holk. Generally serve as the flagships of a fleet.

    NOTE: Retraining units will cost 1/2 their original cost but only take one day.

    NOTE 2: Most factions will have a number of unique units, detailed further below.

    Economic rules:
    Spoiler Alert, click show to read: 
    Unlike previous IHs that relied on % economies, I've decided to go with something new this time around. Each province secured by the legions will contribute a set amount of florins every turn, which may increase or decrease due to certain random or not-so-random factors (ex. a beneficial 'good harvest' event or rebels rampaging throughout the province). Provinces occupied by an enemy force will not contribute a single florin to your treasury.

    As mentioned above, you will only draw 100% income from your crown provinces, marked with a black line on the map. You'll need to set your kingdom-wide tax to figure out how much money you'll be drawing in from your vassals.

    Please check the economic map to discover how much each province makes.

    Level 1 - Red: 2,500 florins/turn
    Level 2 - Blue: 5,000 florins/turn
    Level 3 - Olive: 10,000 florins/turn
    Level 4 - Light Green: 20,000 florins/turn
    Capital - Dark Green: 25,000 florins/turn

    You can upgrade a province's infrastructure level for a set amount of florins.

    In Europe:

    Level 1 to Level 2: 15,000 florins - 1 turn
    Level 2 to Level 3: 30,000 florins - 3 turns
    Level 3 to Level 4: 55,000 florins - 6 turns

    In the colonies:

    Level 1 to Level 2: 20,000 florins - 2 turns
    Level 2 to Level 3: 40,000 florins - 4 turns
    Level 3 to Level 4: 75,000 florins - 6 turns

    You may sign mutually beneficial trade agreements with other factions. Both factions will make money off of these agreements. There are five levels of trade agreements you may sign:

    Level 1 - 10,000 florins
    Level 2 - 20,000 florins
    Level 3 - 30,000 florins
    Level 4 - 40,000 florins
    Level 5 - 50,000 florins

    However, note that you may only have three trade agreements at any time, and in addition breaking a trade agreement will have negative effects depending on the level of the agreement; breaking a Level 1 agreement will just result in you losing money, while breaking a Level 5 one may lead to large-scale merchant uprisings. Thus, choose your trading partners wisely - this is as much a matter of trust as it is one of making money.

    Lastly, you may enter one Trade League with either Genoa, Venice or the Hanseatic League. You may have as many trade partners as you wish within the Trade League only; you will also automatically enter a Level 5 Trade Agreement with the head of your chosen League. The usual penalties still apply for leaving a Trade League for whatever reason.

    Banking Rules:
    Spoiler Alert, click show to read: 
    You can ask for a loan, or make an investment, of any size from one of the three great banker sub-factions:

    -Genoese Bank of St. George (5% interest/year)
    -Florentine De' Medici Bank (5% interest/year)
    -Jewish Money-Lenders (10% interest/year)

    They will, of course, expect the loan to be repaid with interest on top. Conversely, making an investment allows you to collect interest on said investment as time goes on. Failure to do so will cause an economic shock (yes, even if you do the historical thing and start a pogrom against the Jews ) and possibly revolts if you default on a big enough loan.

    Going to war with either Genoa or Tuscany will also cause them to freeze any investments and call in any loans you may have made. While the Jews charge/provide a higher interest rate, since there's no Jewish state to go to war with you won't have to worry about that happening to you no matter how many wars you fight...though they will do exactly that if you try to start a pogrom against them.
    Last edited by Barry Goldwater; June 29, 2011 at 07:07 PM.

  3. #3
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Wilting Flower of Chivalry - 1360 IH

    Faction unique units:

    England:
    Spoiler Alert, click show to read: 
    Yeoman Archers - 3,000/unit, 7000 florins, 5 days - The 'poor king's substitute' for the superior Welsh Longbowmen, armed with yew longbows and a quantity of armor-piercing bodkin arrows. They are somewhat less capable than their Welsh cousins, but they are cheaper and, more importantly, can be trained anywhere.

    Welsh Longbowmen
    - 3,000/unit, 9000 florins, 7 days - The famed longbowmen who turned Crecy and Poitiers into crushing English victories despite the odds, armed with the (in)famous yew longbow (duh) and a large quantity of armor-piercing bodkin arrows. Can only be trained in the Welsh provinces, or obtained by mobilizing a Welsh vassal.

    Irish Kerns - 4,000/unit, 7000 florins, 4 days - Elite light infantry from Ireland, armed with javelins and axes. Excellent scouts and skirmishers. Can only be trained in Ireland, or obtained by mobilizing an Irish vassal.

    Midlands Billmen - 3,500/unit, 9000 florins, 6 days - Elite heavy infantry from the English Midlands, armed with imposing bill-hooks that allow them to perform well against both infantry and cavalry and wearing heavy partial-plate armor. Can only be trained in the English Midlands, or obtained by mobilizing a Midlands vassal.

    Gascon Chevauchee Raiders - 3,000/unit, 9000 florins, 7 days - Elite medium cavalry from Gascony, armed with bows & arrows as well as the traditional lance and axe. Renowned as ferocious and heartless raiders who have no qualms with targeting even the clergy, their mere presence strikes fear into the enemy. Can only be trained in Gascony (SW France) or obtained by mobilizing a Gascon vassal.

    France:
    Spoiler Alert, click show to read: 
    Burgundian Chevaliers - 1,000/unit, 14000 florins, 9 days - Elite ultra-heavy knights from Burgundy, even more garish - and more powerful - than ordinary knights. Renowned as the best heavy cavalry in Western Europe, their mere presence increases the morale of your own side. Can only be trained in Burgundy or obtained by mobilizing a Burgundian vassal.

    Flemish Pikemen - 5,000/unit, 7000 florins, 5 days - Elite pikemen from French Flanders, outfitted with heavy partial-plate armor and armed with high-quality pikes. The bane of all cavalry, these men can turn even a knightly charge into a one-sided massacre of the bluebloods with little effort. Can only be trained in Flanders or obtained by mobilizing a Flemish vassal.

    Breton Marines - 4,500/unit, 8000 florins, 5 days - Elite medium infantry from Brittany, armed with swords and bucklers and trained in amphibious operations. Besides being the troops to lead an amphibious invasion, they will also perform quite well in rivers and in repulsing an amphibious invasion themselves.

    Occitan Chevauchee Raiders - 3,000/unit, 9000 florins, 7 days - Elite medium cavalry from southern France, armed with bows & arrows as well as the traditional lance and axe. Renowned as ferocious and heartless raiders who have no qualms with targeting even the clergy, their mere presence strikes fear into the enemy. Can only be trained in Occitania (SE France) or obtained by mobilizing an Occitan vassal.

    Scots Guard - 2,500/unit, 9000 florins, 7 days - Elite archers who form the King's personal guard, armed with longbows and armor-piercing bodkin arrows. Their heavy partial-plate armor allows them to survive a melee engagement, though they are still first and foremost archers. Can be trained anywhere if you have an alliance with Scotland.

    Castile:
    Spoiler Alert, click show to read: 
    Jinetes - 3,000/unit, 9000 florins, 5 days - Elite light cavalry influenced by the Moorish tradition, equipped with javelins and light quilted armor. Renowned as some of the best mounted scouts in Western Europe, capable of traversing almost any terrain even on horseback. Can be trained anywhere in Iberia.

    Castilian Gendarmes - 1,200/unit, 13000 florins, 8 days - Elite ultra-heavy knights from the Castilian heartland, even more garish - and more powerful - than ordinary knights. Renowned as the best heavy cavalry in Iberia, their mere presence increases the morale of your own side. Can only be trained in Castile.

    Espadachins - 2,500/unit, 9000 florins, 6 days - Elite medium infantry armed with a slashing sword and steel buckler, also known as 'rodeleros' or shield-bearers. Highly flexible melee infantry capable of going toe-to-toe with almost anyone but ultra-heavy infantry, and even then they may have a chance depending on terrain conditions. Can be trained in Castile.

    Aragon:
    Spoiler Alert, click show to read: 
    Jinetes - 3,000/unit, 9000 florins, 5 days - Elite light cavalry influenced by the Moorish tradition, equipped with javelins and light quilted armor. Renowned as some of the best mounted scouts in Western Europe, capable of traversing almost any terrain even on horseback. Can be trained anywhere in Iberia.

    Catalan-Norman Knights - 1,200/unit, 13000 florins, 8 days - Elite ultra-heavy knights descended from a union of Catalan Aragonese aristocrats and the old Norman nobility of Sicily, even more garish - and more powerful - than ordinary knights. Renowned as the best heavy cavalry in Italy, their mere presence increases the morale of your own side. Can only be trained in Sicily.

    Almogavars - 2,500/unit, 9000 florins, 6 days - Elite medium infantry armed with javelins and melee weapons of high quality, popular as mercenaries outside Aragon itself. Highly flexible ranged infantry capable of skirmishing duties or going toe-to-toe with almost anyone but ultra-heavy infantry, though they are not as adept in close-quarters combat as Castilian Espadachins. Can be trained in Aragon.

    Hungary:
    Spoiler Alert, click show to read: 
    Huszar - 2,000/unit, 9000 florins, 6 days - Elite light cavalry armed with lances and curved swords for melee. Extremely fast and hard-hitting, though being light cavalry they tend to fare less well in the melee that follows a charge. Can be trained only in central Hungary.

    Magyar Banderium - 1,200/unit, 13000 florins, 8 days - Elite ultra-heavy knights who form the flower of Hungarian aristocracy and are closely modeled after Western European knights, even more garish - and more powerful - than ordinary knights. Renowned as the best heavy cavalry in Eastern Europe, their mere presence increases the morale of your own side. Can only be trained in Hungary proper.

    Noble Horse Archers - 1,200/unit, 13000 florins, 8 days - Elite light cavalry influenced by the origins of the Magyars as a steppe people, armed with a composite bow and armor-piercing bodkin arrows. Renowned as some of the best horse archers in Europe, capable of traversing almost any terrain even on horseback. Can only be trained in Hungary proper.

    Transylvanian Halberdiers - 2,500/unit, 9000 florins, 6 days - Elite medium infantry hailing from the forbidding mountains of Transylvania, armed with a heavy halberd. Highly flexible melee infantry capable of wiping out even heavier cavalry squadrons and going toe-to-toe with almost anyone but ultra-heavy infantry. Can only be trained in Transylvania, or obtained by mobilizing a Transylvanian vassal.

    Norway:
    Spoiler Alert, click show to read: 
    Svenner - 2,000/unit, 9500 florins, 5 days - Elite medium cavalry, squires in the service of senior knights who ride into battle with good quality equipment. Reliable and highly versatile cavalry capable of carrying out any role in battle. Can be trained anywhere in Scandinavia.

    Huscarls - 1,200/unit, 13000 florins, 8 days - Elite ultra-heavy infantry who form the personal retinue of the Monarch, armed with massive longaxes that can cleave a man clean in half. Their fearsome visage and reputation strikes fear into their enemies' hearts. Can only be trained in Norway proper.

    Svaerdstavmen - 2,500/unit, 9000 florins, 6 days - Elite medium infantry hailing from the coasts of southern Norway, armed with a heavy 'svardtav' or sword-staff (a sword blade on the end of a wooden pole). Highly flexible melee infantry capable of going toe-to-toe with almost anyone but ultra-heavy infantry. Can only be trained in southern Norway.

    Sweden:
    Spoiler Alert, click show to read: 
    Svenner - 2,000/unit, 9500 florins, 5 days - Elite medium cavalry, squires in the service of senior knights who ride into battle with good quality equipment. Reliable and highly versatile cavalry capable of carrying out any role in battle. Can be trained anywhere in Scandinavia.

    Swedish Nobles - 1,200/unit, 13000 florins, 8 days - Elite heavy cavalry armed with javelins and axes, though not quite as flamboyant as most European knights. Being drawn from the flower of Swedish nobility, their mere presence increases the morale of your own side. Can only be trained in Sweden proper.

    Finnish Archers - 2,500/unit, 9000 florins, 6 days - Elite archers from the Finnish domains of Sweden, armed with a powerful bow and armor-piercing arrows. Reputed as some of the most dangerous bowmen in Northern Europe, and sought after by the Novgorodian Rus' as well. Can only be trained in Finland or obtained by mobilizing Finnish vassals.

    Serbia:
    Spoiler Alert, click show to read: 
    Gusar - 2,000/unit, 9000 florins, 6 days - Elite light cavalry armed with lances and curved swords for melee. Extremely fast and hard-hitting, though being light cavalry they tend to fare less well in the melee that follows a charge. Can be trained only in the Serbian homeland (Northern Serbia).

    Gusar Archers - 2,000/unit, 9000 florins, 6 days - Elite horse archers armed with composite bows, armor-piercing arrows and curved swords for melee. Renowned as some of the best horse archers in Europe, capable of traversing almost any terrain even on horseback. Can be trained only in the Serbian homeland (Northern Serbia).

    Greco-Serbian Contarati - 1,200/unit, 13000 florins, 8 days - Elite ultra-heavy cavalry descended from the union of Serbian nobles and the old Byzantine aristocracy in Thessaly, armed with a long lance ('kontos') and cavalry broadsword. As they represent both the Serbian and Byzantine aristocratic circles, their mere presence increases the morale of your own side. Can only be trained in Thessaly.

    Teutonic Order:
    Spoiler Alert, click show to read: 
    Prussian Archers - 4,000/unit, 6500 florins - Highly-trained accurate marksmen drawn from the lower ranks of the Order in its Prussian capital regions. Can only be trained in Prussia.

    Livonian Auxilia - 5,000/unit, 6500 florins - Well-trained crossbowmen drawn from the lower ranks of the Order's chapters in Livonia, or else from the Order's subsidiary Livonian Order. Can only be trained in Livonia.

    Ritterbrüder - 1,000/unit, 14000 florins - Elite ultra-heavy cavalry drawn from the inner circles of the Order, clad in full plate with the iconic horned and winged helmets and dressed in the black-and-white surcoats of the Order. They are renowned as some of the best heavy cavalry in Eastern Europe and rightly feared for their fanaticism and brutality in battle, and their mere presence frightens the enemy. Can only be trained in Prussia.

    Burgher Pikemen - 5,000/unit, 9000 florins - Well-trained and armored pikemen drawn from the middle classes in the great ports of Pomerania, and especially Danzig. Can only be trained in Pomerania and Danzig.

    Poland:
    Spoiler Alert, click show to read: 
    Szlachta Retainers - 2,000/unit, 10000 florins, 6 days - Elite medium cavalry, personal servants of the Szlachta who ride into battle alongside their masters with good quality equipment. Reliable and highly versatile cavalry capable of carrying out any role in battle. Can be trained anywhere in Poland.

    Szlachta
    - 1,200/unit, 13000 florins, 8 days - Elite ultra-heavy knights who form the flower of Polish aristocracy and are closely modeled after Western European knights, even more garish - and more powerful - than ordinary knights. Renowned as the best heavy cavalry in Eastern Europe besides the Hungarian Banderium, their mere presence increases the morale of your own side. Can only be trained in Poland proper.

    Strzelcy - 2,000/unit, 9000 florins, 6 days - Elite mounted warriors (their name actually means 'shooters') armed with crossbows and curved swords for melee. Renowned as some of the most dangerous marksmen in Eastern Europe, capable of traversing almost any terrain even on horseback. Can be trained only in central Poland.

    Ottomans:
    Spoiler Alert, click show to read: 
    Janissary Infantry - 1,200/unit, 13000 florins, 8 days - Elite heavy infantry who form the personal retinue of the Sultan, armed with heavy halberds suitable for fighting both cavalry and infantry. Renowned as fanatical slave-soldiers, their mere presence strikes fear into their enemies' hearts. Can be trained anywhere, but will not be provided by vassals.

    Janissary Handgunners- 1,200/unit, 13000 florins, 8 days - Elite missile infantry who form the personal retinue of the Sultan, armed with primitive firearms that, while wildly inaccurate, can punch through armor and frighten the enemy. Renowned as fanatical slave-soldiers, their mere presence strikes fear into their enemies' hearts. Can be trained anywhere, but will not be provided by vassals.

    Spahi Cavalry - 1,000/unit, 14000 florins - Elite medium cavalry drawn from the rural Turkish nobility, clad in fine eastern armor and armed with a composite bow, armor-piercing arrows and another melee weapon. They make excellent horse archers and can handle themselves in close combat. Can only be trained in Anatolia.

    Scotland:
    Spoiler Alert, click show to read: 
    Highland Gallowglass - 3,500/unit, 9000 florins, 6 days - Elite heavy infantry from the Highlands, armed with imposing two-handed greatswords and wearing heavy platemail. Their mere presence strikes fear into the enemies' hearts. Can only be trained in the Scottish Highlands, or obtained by mobilizing a Highlander vassal.

    Scottish Heavy Pikemen - 2,500/unit, 10000 florins, 7 days - Elite ultra-heavy infantry drawn from the Scottish aristocracy, armed with twenty-foot-long pikes and wearing heavy full plate. The presence of such powerful nobles in their ranks increases the morale of the rest of your troops. Can only be trained in the Scottish Lowlands, or obtained by mobilizing a Lowlander vassal.

    Scots Guard - 2,500/unit, 9000 florins, 7 days - Elite archers who form the King's personal guard, armed with longbows and armor-piercing bodkin arrows. Their heavy partial-plate armor allows them to survive a melee engagement, though they are still first and foremost archers. Can be trained in the Lowlands.

    Milan:
    Spoiler Alert, click show to read: 
    Famiglia Ducale - 1,200/unit, 13000 florins, 8 days - Elite ultra-heavy knights who all belong to the reigning Duke's clan, armed with the traditional lance and sword or mace and clad in Milan's famously well-made suits of full plate armor. Renowned as the best heavy cavalry in Northern Italy, their mere presence increases the morale of your own side. Can only be trained in Milan proper.

    Broken Lances - 1,800/unit, 10000 florins, 6 days - Also known as 'condotierri', these men are hardened mercenaries who fight as heavy cavalry, with all the power and ferocity of an actual knight but none of the rules of chivalry to bind them. Less powerful than real knights, but cheaper, slightly faster to train and larger in number. Can be trained anywhere in Italy.

    Italian Volunteers - 5,000/unit, 7000 florins, 5 days - Highly motivated volunteers drawn from the middle classes of the state's urban centers, wearing medium armor and equipped with spears and shields. They are solid defensive troops with high morale, but rely heavily on inflexible formations and will not perform well in rough terrain. Can be trained anywhere in Italy.

    Brandenburg:
    Spoiler Alert, click show to read: 
    Zweihanders - 2,500/unit, 9000 florins, 6 days - Elite shock infantry armed with the Zweihander, a massive two-handed sword, and heavy armor to increase their survivability on the front-lines. Extremely powerful offensive infantry who frighten the enemy when charging. Can be trained anywhere in Germany.

    Forlorn Hope - 1,000/unit, 12000 florins, 7 days - Elite ultra-heavy shock infantry equipped with massive battleaxes and heavy armor. Traditionally composed of convicts who would otherwise land the death penalty for their crimes, the Forlorn Hope were used to lead the charge into breaches (in sieges) or into the enemy's front-line (on conventional battlefields). These men have completely given into their despair, and will fight like rabid dogs when unleashed, refusing to retreat even under orders once they have been engaged.

    Brandenburger War Servants - 2,500/unit, 9000 florins, 6 days - Elite heavy infantry armed with a long poleaxe and wearing mail armor. Effective defensive infantry who can hold a line and hack apart both cavalry and infantry with their dual-purpose weapons. Can be trained anywhere in Germany.

    Golden Horde:
    Spoiler Alert, click show to read: 
    Tatar Horse Archers - 1,800/unit, 10000 florins, 6 days - Lightly armored but extremely fast horse archers drawn from the Tatar people, armed with a powerful composite bow and armor-piercing bodkin arrows. Easily the most famous - and among the most dangerous - of the Mongol army's units.

    Mongol Heavy Lancers - 1,200/unit, 13000 florins, 8 days - Elite heavy cavalry equipped with a lance and quality metal armor, drawn from the top circles of Mongol nobility. Renowned as the best heavy cavalry in the East, the mere presence of such warriors immediately frightens your enemies. Can only be trained in the Golden Horde's 'homeland' (extreme eastern Russia).

    Mongol Rocketeers - 6/unit, 15000 florins, 10 days - Field artillery using technology imported from the Far East. Capable of firing up to 50 light rockets from a single launch platform in a devastating volley, with each rocket creating plenty of smoke and noise to confuse & terrify the enemy and also causing area damage, though they are slightly less useful against fortifications. Can only be trained in the Golden Horde's 'homeland' (extreme eastern Russia).
    Last edited by Barry Goldwater; June 29, 2011 at 06:01 PM.

  4. #4
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Wilting Flower of Chivalry - 1360 IH

    Faction vassals:

    England:
    Spoiler Alert, click show to read: 

    Henry of Grosmont, 1st Duke of Lancaster
    1310-present
    Loyalty:
    Very High
    Royal relations: Yes
    Demesne: NW England


    Edmund of Langley, 1st Duke of York
    1341-present
    Loyalty: Very High
    Royal relations: Yes
    Demesne: NE England


    Thomas de Beauchamp, 11th Earl of Warwick
    1313-present
    Loyalty: High
    Royal relations: No
    Demesne: Central England


    John Hastings, 2nd Earl of Pembroke
    1347-present
    Loyalty: Very High
    Royal relations: No
    Demesne: Wales


    Elizabeth de Burgh, 4th Countess of Ulster
    1332-present
    Loyalty: Very High
    Royal relations: Yes (married to Prince Lionel of Antwerp)
    Demesne: Ulster (NE Ireland)


    Maurice FitzGerald, 4th Earl of Kildare
    1347-present
    Loyalty: High
    Royal relations: No
    Demesne: Leinster (SE Ireland)


    Gerald FitzGerald, 3rd Earl of Desmond
    1320-present
    Loyalty: High
    Royal relations: No
    Demesne: Desmond (SW Ireland)


    Jean III de Grailly, captal de Buch (Administrator of Gascony)
    1322-present
    Loyalty: Very High
    Royal relations: No
    Demesne: Gascony
    Last edited by Barry Goldwater; June 27, 2011 at 09:00 PM.

  5. #5
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Wilting Flower of Chivalry - 1360 IH

    Free Companies: These mercenary warbands are mostly weaker (but cheaper and instantly-spawned) copies of standard units or another faction's unique units, and can be hired by all or almost all other factions. They'll fight for the right price and may or may not be more reliable than vassal troops (depending on your vassals' loyalty), but being soldiers of fortune with no actual loyalty to your crown or country they can simply be bought off by the enemy.
    Spoiler Alert, click show to read: 
    Mercenary Longbowmen - 3,500/unit, 6000 florins - The 'poor king's substitute' for the famed longbowmen of England and Wales, armed with powerful longbows and a quantity of armor-piercing bodkin arrows. They are rather less capable than the real deal, though.

    Mercenary Marauders - 3,200/unit, 8000 florins - Elite medium cavalry who perfectly fit the mercenary stereotype of soulless and ruthless sellswords, armed with bows & arrows as well as the traditional lance and axe. Renowned as ferocious and heartless raiders who have no qualms with targeting even the clergy, their mere presence strikes fear into the enemy.

    Green Harpers - 4,500/unit, 6500 florins - Elite light infantry from Ireland, armed with javelins and axes. Renowned as scouts and skirmishers.

    Black Knights - 3,000/unit, 10000 florins - Wandering knights without a formal master, prone to looting the countryside and generally breaking every rule of chivalry in existence when unemployed. Not as powerful as real knights, but they're cheaper and more numerous.

    Catalan Companions - 2,500/unit, 9000 florins, 6 days - Elite medium infantry armed with javelins and melee weapons of high quality, selling their services outside of Aragon. Highly flexible ranged infantry capable of skirmishing duties or going toe-to-toe with almost anyone but ultra-heavy infantry.

    Frisian Raiders - 4,000/unit, 6000 florins - Elite light infantry from Frisia, mostly pirates who have put up their services for sale to both project a more legitimate image and keep the opportunity to burn and loot their enemies' lands. Armed with axes and crossbows, they make reliable light infantry who can carry out scouting and skirmishing roles and even hold their own against medium (though not heavy) enemy footmen.

    Norse Skiers - 3,500/unit, 7000 florins - Lightly armored mercenaries from Scandinavia trained in the use of skis, armed with crossbows and flails. Thanks to their skis, they are highly mobile in wintry or mountainous battlefields and can easily outmaneuver even medium cavalry, though outside of winter season or mountains they are pretty much useless.

    Genoese Crossbowmen - 3,000/unit, 8000 florins - The famed crossbowmen of Genoa, capable of stopping even a frontal knightly charge with their deadly accuracy and armor-penetrating heavy bolts, and also equipped with maces and pavises to increase their survivability. Expensive but worth every penny.

    Swiss Pikemen - 3,500/unit, 8000 florins - Elite pikemen drawn from the population of the Swiss cantons, famed for their iron discipline and fearlessness in battle - as well as their ability to turn seemingly every knightly charge into a horrible one-sided massacre. Also considered worth every penny.
    Military Orders: The Pope may occasionally call a Crusade, either against unbelievers, heretics or a Catholic faction that happened to annoy him too much and too often. When this happens, the following knightly order units are available for recruitment, or may even be granted to you for free (though you still have to pay upkeep) by the Pope's order; alternatively, they may offer to build a Chapter in your territories, in which case you will be able to hire them any time you want. Keep in mind that while some Orders have no problem with fighting other Christians or even other knightly orders, they'll always refuse to fight members of their own order and will simply sit the battle out.
    Spoiler Alert, click show to read: 
    Knights Hospitaller - 1,000/unit, 14000 florins - The most famous order in existence since the disbandment of the Templars in 1314 and the oldest military order period, instantly recognizable from their red or black and white surcoats. They are ultra-heavy cavalry capable of bulldozing enemy lines with a single frontal charge, fueled by religious fervor. They won't fight for you if you get into a war with the Hospitaller Order in Rhodes, though.

    Knights of Santiago - 1,000/unit, 14000 florins - The second-oldest and currently leading order in the Spanish Reconquista, instantly recognizable from their gold and white surcoats. They are ultra-heavy cavalry capable of bulldozing enemy lines with a single frontal charge, fueled by religious fervor. They won't fight for you if you get into a war with their patrons the Castilians, though.

    Knights of Calatrava - 1,200/unit, 12000 florins - The oldest order in Iberia, though no longer as large as the Knights of Santiago, instantly recognizable from their maroon and white surcoats. They are ultra-heavy cavalry capable of bulldozing enemy lines with a single frontal charge, fueled by religious fervor. They are weaker than the Knights of Santiago, but cheaper and have no problems with fighting Castile.

    Knights of the Holy Sepulchre - 1,200/unit, 12000 florins - One of the few orders to survive the destruction of the Kingdom of Jerusalem, recognizable from their yellow and white surcoats. They are ultra-heavy cavalry capable of bulldozing enemy lines with a single frontal charge, fueled by religious fervor. They are weaker than the Knights Hospitaller but also cheaper, though they will refuse to fight their patrons in Cyprus.

    Knights of St. Lazarus - 1,200/unit, 12000 florins - One of the oldest but less-known orders, originally founded and manned by lepers in the Kingdom of Jerusalem, recognizable from their white and green surcoats. They are ultra-heavy cavalry capable of bulldozing enemy lines with a single frontal charge, fueled by religious fervor. They are weaker than the Knights Hospitaller but also cheaper and have no problems with fighting other Christians.

    Teutonic Knights - 1,000/unit, 14000 florins - Hailing from the Baltic shores up north, these ferocious fighters are instantly recognizable from their black and white surcoats. They are ultra-heavy cavalry capable of bulldozing enemy lines with a single frontal charge, fueled by religious fervor. They won't fight for you if you get into a war with the main Order in Livonia and Prussia, though.
    Last edited by Barry Goldwater; June 28, 2011 at 08:58 PM.

  6. #6

    Default Re: The Wilting Flower of Chivalry - 1360 IH

    Serbia.
    Quote Originally Posted by Dan the Man
    obviously I'm a large angry black woman and you're a hot blonde!

  7. #7
    Praepositus
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    Default Re: The Wilting Flower of Chivalry - 1360 IH

    HRE

  8. #8

    Default Re: The Wilting Flower of Chivalry - 1360 IH

    Sweden. <3

  9. #9
    Praepositus
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    Default Re: The Wilting Flower of Chivalry - 1360 IH

    Barry, I don't know where you're finding the time to write all these IH's, but I'm amazed

  10. #10
    Dave Strider's Avatar Dux Limitis
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    Default Re: The Wilting Flower of Chivalry - 1360 IH

    Tectonic Teutonic Order!
    when the union's inspiration through the worker's blood shall run,
    there can be no power greater anywhere beneath the sun,
    yet what force on earth is weaker than the feeble strength of one?
    but the union makes us strong.

  11. #11
    Jingo Eugene's Avatar Vicarius
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    Default Re: The Wilting Flower of Chivalry - 1360 IH

    France.
    Jingo Eugene
    "A wise man in times of peace, will prepare for war. Peace is boring, and the wise man has nothing better to do with his time." -Anon

  12. #12

    Default Re: The Wilting Flower of Chivalry - 1360 IH

    Scotland
    Currently Playing:

  13. #13
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Wilting Flower of Chivalry - 1360 IH

    Quote Originally Posted by Lorem ipsum View Post
    HRE
    Which state in the HRE? The current emperor's home country is Luxembourg (and you thought these guys weren't threatening? ) but other majors - Bohemia, Austria, Saxony, Brandenburg & Bavaria - are available and one of them will probably produce the next Emperor, unless you can keep a Luxembourger on the throne with your grand army of six men of course
    Barry, I don't know where you're finding the time to write all these IH's, but I'm amazed
    This is what I'm capable of when I am no longer busy irl

  14. #14
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Wilting Flower of Chivalry - 1360 IH

    Also Dan, I don't remember if you wanted England or Hungary, so which was it lol?

  15. #15
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    Default Re: The Wilting Flower of Chivalry - 1360 IH

    Quote Originally Posted by Barry Goldwater View Post
    Which state in the HRE? The current emperor's home country is Luxembourg (and you thought these guys weren't threatening? ) but other majors - Bohemia, Austria, Saxony, Brandenburg & Bavaria - are available and one of them will probably produce the next Emperor, unless you can keep a Luxembourger on the throne with your grand army of six men of course

    This is what I'm capable of when I am no longer busy irl
    Bavaria

    and no longer busy, eh? Getting ready for the big move into college, aren't you?

  16. #16

    Default Re: The Wilting Flower of Chivalry - 1360 IH

    Oh, and what are the diagonal lines on the map?
    Quote Originally Posted by Dan the Man
    obviously I'm a large angry black woman and you're a hot blonde!

  17. #17

    Default Re: The Wilting Flower of Chivalry - 1360 IH

    Possible Golden Horde. I really don't know yet.

  18. #18

    Default Re: The Wilting Flower of Chivalry - 1360 IH

    Quote Originally Posted by Kaitsar View Post
    Oh, and what are the diagonal lines on the map?
    ^^^This

  19. #19
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Wilting Flower of Chivalry - 1360 IH

    Most rules up, including an explanation for those lines
    Possible Golden Horde. I really don't know yet.
    Lol, be Hungary, give Kaits & Amaz some competition in the Balkans I'd like to have as many of the majors as possible filled in before the less important powers, too.

  20. #20

    Default Re: The Wilting Flower of Chivalry - 1360 IH

    I already have to salvage a crumbling empire and get ready for the Ottomans!
    Quote Originally Posted by Dan the Man
    obviously I'm a large angry black woman and you're a hot blonde!

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