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Thread: DHRR v0.9 Previews and Features

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    S.P.Q.R. Praetorian's Avatar Vicarius
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    Baronies
    Baronies in the way they will be used in dHRR 0.9 were typical for Norman England. We also use them in Sicily (the island only, not mainland Norman Italy) because we had not been able to identify any counties, or similar feudal structures, on this island for our time farme. Nevertheless fiefs did exist in Sicily, so we assume these would have been granted like English baronies.

    What will be the difference between a barony and a county? While a county formed a larger administrative sub-division of the kingdom, or duchy, baronies were fiefs granted in a way to avoid exactly the formation of such counties. The barons were granted mannors in a number different shires, often spread over most of the lands, and much care was taken that these possessions did not form larger enclosed holdings that would have been conflicting with the royal administration. This concentration of noble holdings in specific regions was exactly what had caused the fragmentation of central authority in Germany and France.

    That way the baron will not get the full feudal bonus in his "honor", as these grants were called, but will only be enabled to recruit feudal units in this province. In return the barony is not counted as a worldly title. This means being count somewhere in France does not prevent characters from acquisition of baronies in England, and vice versa. A character can also acquire several baronies in different provinces. The overall limit is three baronies, while acquiring the next one always requires a higher level fief to exist.



    Example: There is a level I fiefdom in London. This would allow a characters who doesn't already hold a barony to acquire a "honor" in London, enabling him to recruit feudal units there. He might then also acquire a barony in Winchester, provided there is a level II fiefdom in Winchester; and a third barony in Hereford provided there is a level III (maximum level) fiefdom in Hereford.

    Different to worldly titles that are always predefined to a certain level of fiefdom in their province, baronies can be acquired any random order. In case our character first comes to Hereford, where a level III fiefdom is, he would acquire his first barony there. If he moves to London afterwards, where in our example only a level I fiefdom exists, he wouldn't acquire a barony in London because he already has one, and acquiring a second one would require him to go to a settlement with at least a level II fiefdom.

    Baronies are also hereditary (father-to-son) and the number of baronies held by a single character can never exceed three, even with inheritance. Because baronies are controlled by traits, the sons of a baron will instantly inherit the honors of their father. This further limits the abilities of characters to acquire new baronies.

    "Baro" means a household trooper of his lord. These barons indeed where the "imperial knights" of the Norman kings. This follows that the governmental buildings in England (and Sicily) will not allow the king, or his administrators, to recruit knights - different, for example, to Germany where the entire administration is focused on providing as many knights as possible. In order to recruit knights in England and Southern Italy you'll have to rely on the barons, earls (of which there will only be a few) and counts in mainland Italy (of which there will be a plenty). That way levies and mercenaries will play a more important role in England than elsewhere.


    Northern Italy
    Lombardy vs. Tuscany



    There are two factions struggling for power in northern Italy. On the one side we have the supporters of the pope headed by the ambitious Margravine of Tuscany and Duchess of Spoleto, Matilda di Canossa. She is supported first of all by the bishops and nobles of central Italy. She was considered “the pope’s best general”, stiffly resisted the emperor and his allies for decades, and finally became viceroy of Italy.


    Matilda’s opponent is one of her relatives: Guiberto die Canossa, Archbishop of Ravenna, and later as Clement III imperial antipope. His supporters are the nobles and bishops of northern Italy. This is not so much because they had been most loyal subjects to the king, but because they preferred the distant imperial rule over a closer papal one. In case of the House of Este a traditional rivalry with the House of Canossa also played a role.

    Later these parties were called the “Guelphs” and the “Ghibellines”. But for now the knights on the one side are commanded by a priest, those on the other side are commanded by a lady – extraordinary times demand extraordinary means.

    Spoiler Alert, click show to read:








    The Kingdom of Italy



    During the reign of Otto the Great the Iron Crown of Lombardy became part of the imperial possessions. Historically the emperor ruled as King of Italy as soon as he had been elected Rex Romanorum – i.e. King of Germany. In dHRR 0.9 it will not be that easy and the Crown of Italy needs to be acquired distinctively. This can happen in two ways:

    Coronation in Reichsitalien

    If the Rex Romanorum ends his turn in a city that is part of “Reichsitalien”, that is any Italian city north of Rome, excluding Verona and Aquileia but including Sardinia and Corsica, he will be crowned King of Italy. We call this a “strong kingdom”, what has nothing to do with the character of the king but means that he is actually present in Italy holding lands there (to end his turn in an Italian city he needs to own it). This “strong kingdom” is shown by an ancillary with Crown of Italy given to the king.

    Imperial Coronation

    In order to become emperor crowned the German King is not required to end his turn inside an Italian town; it is sufficient to end his turn somewhere inside the province of Rome. As result of the imperial coronation the Rex Romanorum also becomes King of Italy. This time he doesn’t receive the ancillary but only the trait “Rex Italiae”. We call this a “weak kingdom”: the King of Italy has no possessions in Italy and will most likely head back across the Alps after his ceremony.

    Acquiring the Crown of Italy as a “strong king” has a couple of advantages for a German king. On the one side he will be able to appoint royal officers for his Italian kingdom (see below), on the other side him holding this ancillary prevents everyone else from having himself crowned King of Italy.

    Other Factions

    The leader of another faction can become King of Italy too by holding Pavia, Genoa, Milan, Florence, Spoleto, Bologna and Pisa, and by not being allied to the Rex Romanorum. If that’s the player’s faction he needs to move his faction leader to Pavia for coronation. Once this title was re-created by another faction it also becomes hereditary (again). To inherit this title it is sufficient to control Pavia. German factions, of course, cannot acquire this title that way; but Tuscany and Lombardy can.


    The Royal Court


    The King of Italy can appoint a Count Palatine of Italy (Conte di Sacro Palazzo). This one gets a local bonus wherever a palatinate was built. Additionally an Archcancellor (Gran Cancelliere) can be appointed from amongst the royal bishops. This is not possible for German factions because within the Reich always the Archbishop of Cologne is holding the title of an Archcancellor of Italy.

    Additional offices are those of the Conestabile, Siniscalco, and Camerlengo. These three can also be appointed by the Margraves of Lombardy and Tuscany and by the Duke of Spoleto, but only once per faction. Each of these three gets a feudal bonus wherever a level II governmental building was built in Italy.


    The “Duchies”


    Reichsitalien is composed of the Duchy of Spoleto (added by Bologna and Ancona), the Margraviate of Tuscany (Modena, Lucca, Pisa and Florence), and the Margraviate of Lombardy (northern Italy between Torino and Padua). The Margraviate of Verona (i.e. Verona and Aquileia) is part of the Duchy of Carinthia and that way of the Kingdom of Germany. Corsica and Sardinia are also part of the Kingdom of Italy with the Archbishop of Pisa ranking as some kind of duke.


    These three ducal titles are hereditary the usual way. They need to be worldwide unique. In case one of these Houses die out the King of Italy may appoint a new holder by having a character sitting in the respective capital for two turns. The appointment by the king may happen directly, means the King of Italy is a member of this faction, or indirectly:


    By the name of the King!


    Several titles can only be appointed by holders of other titles; for example only the king can appoint bishops. Of course, the game wouldn’t work properly if we would limit the appointment of bishops in Italy to the faction that has the King of Italy. To solve this we have developed the concept of “indirect appointment”. “Indirect Appointment” is possible in cases when a faction does not hold the required royal title but is allied to a faction leader who is holding this title, here is allied to a faction which leader is King of Italy. We assume that in this case the faction allied to the king is acting according to his wishes. N.B. some titles still require direct appointment, for example the above named count palatine.


    Royal Government


    Besides the following royal government there also will be a huge amount of local feudal titles available in Italy. These will not be listed here.

    The Vicarii

    The royal government in Italy is based on the same building tree as the governmental system in use in Germany. The 1st level of governmental building grants the margraves/dukes a local bonus inside their duchies and allows them to recruit knights there. The 2nd level gives the same bonus to the above named holder of court offices.

    The 3rd level (Gaugrafschaft) allows appointing a non-hereditary Vicarius. This Vicarius is the royal governor of the respective city. He can only be appointed directly by the king or by the margraves/dukes in their margraviates. Another problem is that in the 11th Century this kind of office already was occupied by the local nobility. This means in order to become Vicarius a character needs to be a member of one of the local noble houses. For example, in Pavia there are the counties of Pombia, Biandrate, and Lomello. In order to become vicar of Pavia a character must be a member of one these three houses (not necessarily the count himself).

    That way this offices de facto becomes hereditary again, in particular because a 3rd level governmental building only allows for the 1st level of fiefdom. In this example only the county of Pombia would be available in Pavia, and if the only member of the House of Pombia would be the count himself, the vicariate would become redundant because it would give this character a bonus he has anyways for being count in the same province.

    Because a Medieval didn’t have a standing army he often had no other choice than to give this kind of office to someone with a strong local power base. At least no holder would be able to prevail against the strongest local families.


    The Reichskirchensystem

    To solve this problem the German emperors developed the so called “Reichskirchensystem” (i.e. system of the imperial church). A bishop always is someone with a strong local power base. More importantly, the bishop was always appointed by the king and his office would never become hereditary. That way the king could grant a vicariate, or Gaugrafschaft in Germany, to the local bishop by being sure to pick any character of his liking as successor of both the bishop and the vicar.


    In dHRR 0.9 the Reichskirchensystem in Italy works in the way that in a province with a 3rd level governmental building where both the bishop’s and the vicar’s title are vacant a character can acquire them both simultaneously. He doesn’t have to be a member of the local nobility but needs to qualify as a bishop: be over 30 years old, don’t have children, don’t be faction leader or heir, and don’t hold any feudal titles. This “imperial bishop” can only be appointed by the king of Italy directly or indirectly (i.e. by being allied to the king).

    This system will of course work pretty much the same in Germany. Please note the Investiture Controversy, already ongoing on game start, is about denying the king exactly this right to appoint bishops at his liking. That way it indeed is a matter of life and death for the imperial factions. Later more on that…..


    The Principato Vescovile

    This is a special building that also allows appointing bishops in northern Italy. In this case the bishop is (directly or indirectly) appointed by the pope. It allows the pope and his allies to exercise clerical rule over the Italian cities. Different to the later German prince bishops, they don’t appear as feudal lords but only as lords of their city. Therefore this kind of building can not be erected in cities with a city hall, or higher level of town hall. In cases it had been constructed in cities where the town hall was upgraded to city hall, and higher, later this building will cause severe unrest. But it is destructible.


    Urban Rule


    Northern Italy in the Middle Ages was the region of powerful city states. In 1080 the bishops and nobles were still ruling this region, but the cities were able to acquire more and more independence. A hundred years later the political landscape in northern Italy had completely changed, and also in dHRR it will be possible to turn Italian factions into powerful “Contados”.

    Podestà and Signore

    The following options are only available to the factions Lombardy and Tuscany. Other factions that expand into northern Italy will have to stick to counts and bishops, and that way will have to live with severe unrest in growing cities.
    Spoiler Alert, click show to read:






    The first step in independent urban rule is the election of a podestà. The requirements are a minimum of 4 loyalty and no dread. Podestàs usually were nobles from outside the contado, last but not least because it was theirs to negotiate between the struggling parties inside the city. Therefore a character can only be elected podestà in a city where is not holding a county; and of course never the local bishop. The requirements for the city are to have a town hall of the level city hall.

    This office isn’t hereditary. A podestà also is no true lord of his city. This means he isn’t able to recruit knights in the town he became podestà. To do so you would still need a local count.
    Spoiler Alert, click show to read:






    When the town hall was upgraded to mayor’s palace (highest level) a character can be elected signore. Different to the podestà the signore needs to be the holder of a local title; again no bishop, but a local vicar does qualify as well as the margrave.

    Different to the podestà, a signore is a true lord of his city and that way able to recruit knights inside. This title also is hereditary; that way it is not needed for every signore to qualify by election as long as there is a suitable heir. The signore also replaces all other feudal in his province. This means that feudal in this province can still be inherited but no longer be newly acquired (only for the faction of the signore). The signore also is immune against local unrest traits that counts and bishops suffer from in their cities when these cities had been given further city rights.

    Another feature for the signoria is overthrow: usually hereditary titles can only be acquired by sitting for two turns in the respective town in order to allow the game checking all characters for suitable heirs. The signoria can be acquired by an eligible character sitting in this town within one turn even though there might be suitable heirs. Whatever you make out of this depends on your preferences in roleplaying….


    New Officers
    As the team is quite busy in RL atm, our progress has slowed down a bit, so ive decided to translate this mini-preview from our german forum:


    NEW OFFICERS

    by HannibalExMachina
    based on "1066" by DisgruntledGoat





    Here, we see the four different officers, clockwise from left to right: second bannerbearer, general, first bannerbearer, captain (note that the cloaks have been improved in the meantime, see pic on the right).

    All officers are based on similiar models, but are using multiple body parts, like normal units. thus, your officers will look a bit different in every battle, while vanilla officers always look the same:



    (You will also notice the new knights on this pic. The small banners on the knight's lances will not be featured before 1.0.)

    Why do we have 3 officers + one captain/general? The game allows up to 4 officers. Our venerable scripter/coder/favourite slave konny had the idea to place 3 guys in front of the general to keep him from dying to easily. We will also exploit this in term of graphics: France will use the Lilly banner and the Orriflamme, the pope the papal cross and keys, etc.

    Of course, there will be individual leaders and heirs, popes, doges, emperors.......some of which you see below:




    Guess all for a free version of dHHR 1.!
    Team members are excluded from the competition.




    New Buildings and Castle System In the next version of dHRR titles will be tied to certain buildings. You will not be able to acquire all kind of titles by just owning the respective settlement but you also need to have the appropriate buildings in this settlement. These buildings give your province some kind of “local constitution”. Other titles will additionally be tied to your faction holding certain key-titles, like emperor, or being allied to the faction that is holding them. The exact details will be part of a next preview.

    Also important is that you will need a character with local authority inside your settlement in order to recruit feudal units (knights and their retinue) there. This can be a count in his county, a bishop in his bishop’s city or a king his palatinate. This local authority is also tied to the needed buildings being present. For example, the emperor needs a “Pfalz” (palatinate residence) to exercise personal rule over a province.


    Governmental and agricultural buildings
    outline
    These buildings do not depend on the size, level or kind of your settlement. You can build them, wherever available, already from the village-level or in castles.

    The first branch is that of Abbeys. The first level is the hermitage that doesn’t do much more than converting the region. The next level is the monastery. This not only serves as a centre for Christianity but also as one for education. Additionally this abbey serves as some kind of hospital adding to the health of the region and improving the ability to heal wounded soldiers (what means reduces the costs for unit retraining in game). In some occasions family members might be able to acquire the office of abbot here or become Vogt. An abbey always needs to be granted with a not to small part of the land in this province, so some loss in farming income might occur.

    The third level is that of an reformed convent. It does not differ seriously from the second level in its primary functions but will play a role in the religious attitudes of generals recruited here in order to become bishops.

    The next four branches are part of the new system of recruitment, government and titles.

    The central block is that of fiefdom and domain. Both branches exclude each other on the higher levels. This means, if you had built the maximum level of one branch you can no longer upgrade the other one. If you had built the second level in one branch you can only upgrade the other branch to level two too. The idea is to virtually divide the province into four “shires”. Each of these shires you can either grant as fief to one of your vassals or use it for your royal domain; but not both at a time. That way the sum of levels built from these two branches may never exceed four.

    With the fief you give parts of your lands to a single person for his own usage. This will allow him to acquire a personal title here, for example Count of Holland. This title in return will allow him to recruit knights in this province. But these kinds of titles are hereditary in dHRR. That way it might happen that the same man later inherits a title form the other end of your kingdom. This will allow him to recruit knights in both provinces, but he can only be in one at time. In this situation you might decide to upgrade the fief building. This means you create another fief in the same province by giving away more lands.

    These second and third levels unlock more titles. Here you would find baronies in England, prince-bishoprics in Germany or viscounts in France. All these have different personal requirements and boni, but they serve the same purpose: to provide you with knights. But each time you must reduce the royal domain more.

    Even though, for example in England, the fiefs do pay you a little tax, they don’t do so everywhere on the map. The more effective way to earn money from your provinces is to expand the royal domain. These domain buildings do give you tax income and provide you with the peasant levy. They also unlock buildings in the next branch, the governmental buildings. Governmental buildings also provide you with income and they can also allow some of your characters to recruit knights in the respective cities. For example, in Germany the office of a Gaugraf becomes available on the highest level of these administrative buildings. This has the same functions as a feudal count, but being an office isn’t hereditary. What exactly is available where depends on the region you are building this structure and on the legal rights your faction has in this specific province.

    Another branch unlocked by the domain is that of agricultural buildings. Different to the single farm upgrade from M2TW, dHRR will feature a large number of different agricultural buildings. These are tied to the trade resources in your province. For example, pastures are only available where “cattle” is a trade resource, farms only there where “grain” is available. This also means that the possibilities in making money by farming will differ from province to province.

    Both the Pfalz building and the prince-bishopric will in this form only exist in Germany. The Pfalz allows the emperor, who has no fixed capital in his empire, to collect taxes from this place and to recruit knights here. Each Pfalz on the map will give the emperor’s faction additional income, even when it is held by another faction. The prince-bishopric grants the local diocese with enough land and power to become a worldly fief by itself. This can be a good idea in provinces where agriculture, and that way domains, don’t play a large role because a strong bishop can have some positive effects on the development of his city (see below).



    From wik to city
    outline
    These buildings do not show all buildings that are available in a city, but only those that are essential for the city’s development.

    The development starts by granting market rights to a “wik”, a temporary trading post. This allows to built a permanent market here. Around this market merchants will settle. These merchants are the urban patricians. They not only allow you to recruit merchants and provide you with a well armed militia, but also can be given local rule by building them a town hall.

    Once the town expands, the patricians in your town hall will cause unrest and demand further rights. This trouble will go away as soon as you do so. The new rights will allow further upgrading the market, the merchant settlement and the town hall. The next upgrade of the settlement will again cause trouble with the patricians until you grant them more rights; and so on until finally the town has become a free city.

    Another group you’ll have in your city are the craftsmen. Craft buildings become available with the market upgrades too. These crafts work the same as the agricultural buildings, that is there is one for each respective trading resource, for example a brewery where “beer” is a trade resource. With the second level these craft buildings will turn into guilds (these have nothing to do with the M2TW guilds). These guilds will provide their own militia. The problems start when the craft guilds become larger. They are excluded from the town hall by the patricians, that way they will cause unrest in cities with town halls. This unrest won’t go away with granting more rights to this settlement because only the patricians will benefit from them. So, “handle with care”.

    Where available, the bishop might be able to help you. Provided you had granted him with fiefs and upgraded the prince-bishopric the bishop’s rule can be used to upgrade the market without building town halls and granting further rights. This has its limit, not only does it require to remove your domain for the bishopric, but this bishop’s rule also has just two additional levels, while the city has four. So, in major cities you wouldn’t be able to do without the patricians.



    Castles
    outline
    dHRR 0.9 will feature a few true castles. These will be on places where no proper city existed and developed in our time frame. The building options inside a castle will be extremely limited and mostly of military nature.

    The central building is the upgrade of barracks. These barracks will give you additional free upkeep slots and unlock further buildings: the stables give you additional recruitment slots (you keep horses and don’t waste time buying them). The practice fields give your men more experience. None of these buildings actually allow for recruitment of units. This happens from the fief and governmental building (see above) that are also available in a castle. Only mercenaries are available everywhere without further requirements.

    You cannot convert a city into castle. But you can build a hinterland castle in a city. This will not appear on the campaign map as a castle but will allow you to build castle structures inside cities as well.
    Hinterland Castles




    Unique Buildings
    example
    dHRR will feature some unique buildings, as far as the building limits allows. In the example above all pre-placed Pfalzen are in one settlement (for testing purpose only, in game you’ll find them where they belong).


    A new world
    We proudly present you the new map of dHRR!



    This is the next logical step in the Western Europe focused mod dHRR is. We have cut all regions that just eat up hard-coded ressources, such as province slots and faction slots, and added what became free where we need it: in the center of our map.

    The size of this map is 371x510, what is twice as large as the old dHRR map. Of course, all 199 possible province slots have been used.

    Distribution of provinces is:

    Germany inculding Burgundy and eastern Marches: 60 provinces
    France: 50 provinces
    British Isles: 25 provinces
    Italy and N-Africa: 32 provinces
    Rest: 32 provinces

    For comparison, provinces in France (both pics 1:1 scale from map_regions):
    old map

    new map



    This map allows us to clearly focus on the two major conflicts in Western Europe during our time frame:

    The conflict on the Holy Roman Empire, fought in Germany and Italy.
    And the conflict on the Angevine Empire fought in France and England.

    Both, so we think, complete black holes in M2TW modding. Needless to say, that on this map we are able to realize all kind of projects that wouldn't be possible on a map stretching all the way down to Jerusalem.




    Of course, with so many factions being thrown out, a lot of new will make it. Here is a (not final) list of new factions:
    1. Carinthia
    2. Tuscany
    3. Savoy
    4. Aquitaine
    5. Toulouse
    6. Blois
    7. Anjou
    8. Brittany
    9. Flanders
    And a few postcards from the new dHRR:

    The lower Rhine with the imperial capital Aachen
    Spoiler Alert, click show to read:





    The middle Rhine, center of the Salian empire
    Spoiler Alert, click show to read:





    Impressions from central Swabia
    Spoiler Alert, click show to read:





    The eastern Marches, before these didn't even exist and were the southern part of the province of Brandenburg
    Spoiler Alert, click show to read:





    Poland. It lost a couple of land in the east, but gained a province.
    Spoiler Alert, click show to read:





    The Alps, brrrr looks cold
    Spoiler Alert, click show to read:





    The weather is much better on the Italian side
    Spoiler Alert, click show to read:





    The Dalmatian coast
    Spoiler Alert, click show to read:





    The Seine Valley, a hotspot of fighting
    Spoiler Alert, click show to read:





    Aquitaine
    Spoiler Alert, click show to read:





    And the British wilderness with Wales and Ireland
    Spoiler Alert, click show to read:







    Province ownership and settlement names outisde Germany are of course not final.


    Credits
    Pictures featuring MapMod by Charge and Cities Strat Models by Argat.
    Map made by Markgraf von Schellenberg
    Special thanks to Pausenclown and PrinzLouis von Preussen from our German forum


    Maps and Agents

    Maps and Agents


    As promised (albeit with some delay), the latest insight in the mysterious ways of yours truly.



    DHHR 0.9 will feature a map covering almost exclusively catholic parts of europe, with some exceptions towards the periphery. Thus, priests will no longer be available as agents. Still present will be the bishops as generals of your faction, playing a vital role for your dominance in europe.




    Some of your generals may even be admitted to the august rank of cardinal




    (for further information on the church in 0.9 see here: http://www.twcenter.net/forums/showthread.php?t=377432)



    All bishops will feature the bishop's purple to set them apart from your nobles (the cardinal's scarlet wasn't introduced before the 13th century).



    Conversion will be represented by cultures in places where catholicims meets faith x. Faith x (islam, paganism) will be represented by a single culture, as the number of cultures is limited to 10 and we aim to introduce as many different catholic cultures as possible. As the perception of non-christians in medieval europe was in general colored by ignorance and intolerance, you will learn to shun the Heathen.



    Unique to the pope will be the papal envoy (will probably be changed to a bishop):




    Your diplomats will now resemble your nobility:






    Maps













    Some changes have been made to province disposition and faction colors, although its quite difficult with so many factions packed together.















    What would you favour? More different colors to tell the factions apart, or shades of yellow for the empire and of blue for france?
















    A little illustration of the conflicting parties:








    Red: Supporters of the pope/counter-king



    Yellow: Supporters of the pope/counter-king, not in open war




    Blue: Supporters of the emperor




    Cyan: Supporters of the emperor, not in open war









    This may still change if balance requires it.














































    The Pope
    Christ does not say I am the custom but I am the truth.
    - Gregory VII




    In dHRR 0.9 all factions save for the Obotrites will be Catholic. There also will be only very few rebel settlements on the map. Therefore the vanilla papal features would cause serious trouble to us because we would be facing constant crusades of 29 factions against the Obotrites, while most of the factions constantly would be excommunicated for attacking fellow Catholics.

    To solve this we have removed the Vanilla pope from the game. There still will be a faction Papal States, and there still will be one or more popes running around the map, but these no longer have access to the features of the Vanilla pope. This means no more crusades, no more papal missions, no more inquisitors, no more random priest-cardinals, no more papal elections, and no more hardcoded excommunications.


    But we have taken care for a suitable replacement:



    Curia and Papal Elections

    We are informed by the texts of the gospels that in this Church and in its power are two swords; namely, the spiritual and the temporal
    - Boniface VIII, Unam Sanctam.

    Already in dHRR 0.8 we have introduced the “Second Curia” composed of generals of the Papal States. This still will exist in dHRR 0.9. Bishops of a pope can acquire any of these curia offices:

    Cancellarius Apostolicus
    Camerarius Domini Papae
    Paenitentiarius Major
    Decanus Sacri Collegii
    Praefectus Bibliotecae Apostolicae

    The original “First Curia” composed of appointed priests no longer exists. That way there also will be no papal elections. Pope will be who ever becomes leader of this faction.

    In dHRR 0.8 the pope had the ability to appoint bishops in cities he didn’t hold. Because bishops will be functioning somewhat different in 0.9, and because there will no longer be bishops in all towns, we have removed this feature. In return we have implemented the cardinal bishoprics (Segni, Velletri, Sabina, Santa Rufina, Porto, Palestrina, Tusculo, Alba and Ostia). These will be available in Rome provided you have a pope in your faction.

    This gentleman is no one less than the later Pope Urban II who in 1080 was Bishop of Ostia.

    The Papal States will also have access to the usual feudal titles. This character is the Marescallus Militiae, an office that can only be acquired by a worldly noble.


    The Papal States won’t have special governmental buildings. The papal administration is based on the Curia, and otherwise uses what ever is locally available. In northern Italy this will mostly be the Principato Vescovile building. But the pope may also grant fiefs in the usual way, or even appoint vicars and margraves, provided his relationship with the King of Italy is good enough.


    Excommunication


    Therefore I forbid the son of Emperor Henry, who has risen against the Church in unprecedented pride, the rule over the entire realm of the Germans and over Italy. And I detach all Christians from the bonds of oaths administered for him. And I forbid that anyone serves him as a king.
    - Gregory VII banning Henry IV, 1076


    No Vanilla pope doesn’t mean you are save from excommunications. This can happen to any faction leader at any time, and will have severe consequences. For the first thing, it does reduce his authority, making his generals more prone to rebellion. Another problem will be the unclear stances of the bishops (and you are better off in this situation without relying to much on bishops): Whenever citizens have the impression their bishop would be siding with pope against the king, they might rebel against the bishop. There will be no general unrest against the king because of excommunication because the citizens consider the king the guarantor of their rights and liberties.


    An excommunication is guaranteed if you are at war with the Papal States. It also is possible if you are at war with an ally of the Papal States. This means in return, allying with the pope can be a good way to weaken your enemies because our pope is not as fair as the Vanilla pope and might even excommunicate you if you had been attacked by a papal ally. For the emperor there is additionally the special danger of a counter-king being elected as a result of excommunication.

    You can only have the ban lifted if you are allied with the pope.



    Schisms

    Henry, king not through usurpation but through the holy ordination of God, to Hildebrand, at present not pope but false monk. I do say unto thee, together with all our bishops: Descend, descend, to be damned throughout the ages.
    - Henry IV deposing Gregory VII, 1076



    Being a king or emperor you are not helplessly against the machinations of the pope. The best way to deal with the ‘false monk’ is to replace him with a pope of your own faction. You can appoint an anti-pope by sending one of your bishops to Rome while you are excommunicated. But the enthronization of this anti-pope needs to happen in the city of Rome, means you need to hold the city.

    The Papal States don’t have a family tree, but also don’t use the “Teutonic”-feature of Kingdoms. So they will not be destroyed when losing their last city. That way we will now have two popes - a schism. During a schism the pope cannot excommunicate other faction leaders. In return the anti-pope will lift the ban of his own faction leader and that of every faction leader allied to him. The anti-pope may also appoint cardinal bishops in Rome and grant curial offices to the bishops of his faction. There can only be one anti-pope at a time.



    NB: Because we don't use the Vanilla papacy, and most provinces are 100% Catholic, we don't need religion in that form at all and can use them for something else.


    Surprise Preview


    It has been a bit quiet round here, but we are still alive.

    So, here is a little teaser for all the faithful souls still visiting:


    Spoiler Alert, click show to read:
    New units





    Last edited by S.P.Q.R. Praetorian; December 23, 2012 at 03:06 PM.

  2. #2
    TaronQuinn's Avatar Semisalis
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    Default Re: Preview dHRR 0.9: New Buildings and Economy Concepts

    ausgezeichnet!! In terms of complexity and diversity, this mod has most other mods beat by a long distance. keep up the excellent work, and know that it is eagerly anticipated.

  3. #3

    Default Re: Preview dHRR 0.9: New Buildings and Economy Concepts

    Interesting read, it is. I especially like the new economic concept.

    Just one question: are you going to implement the PSF system?

    Colos

  4. #4
    konny's Avatar Artifex
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    Default Re: Preview dHRR 0.9: New Buildings and Economy Concepts

    Quote Originally Posted by Colos1987 View Post
    Just one question: are you going to implement the PSF system?
    Most likely, yes. The new map will be topic of the next preview, or the one after that.

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  5. #5

    Default Re: Preview dHRR 0.9: New Buildings and Economy Concepts

    Sweet, thanks

    Colos

  6. #6

    Default Re: Preview dHRR 0.9: New Buildings and Economy Concepts

    Looks awesome!

  7. #7

    Default Re: Preview dHRR 0.9: New Buildings and Economy Concepts

    incredible as always, cannot wait for it to be released
    will there be some more action in 0.9 concerning crusades? always liked them


    and whats a psf system

  8. #8

    Default Re: Preview dHRR 0.9: New Buildings and Economy Concepts

    This looks like an excellent idea.
    When is 0.8 full going to be released? Currently, there are 'holes' in the title system (eg. anywhere outside Catholic Europe) which make it very difficult for FLs to gain authority.

  9. #9
    konny's Avatar Artifex
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    Default Re: Preview dHRR 0.9: New Buildings and Economy Concepts

    Quote Originally Posted by Laser101 View Post
    When is 0.8 full going to be released? Currently, there are 'holes' in the title system (eg. anywhere outside Catholic Europe) which make it very difficult for FLs to gain authority.
    Quote Originally Posted by hemeroc View Post
    will there be some more action in 0.9 concerning crusades? always liked them
    The answer to both question is "no". Because we have some many holes in our system in the outscrits of our map, and because we are lacking the competence to fill these holes with the same quality we provide for Western Europe, we are going to make cut and major change of the entire game with 0.9. Details to follow.....


    and whats a psf system
    Permanent Stone Forts, like those used in Kingdoms

    Team member of: Das Heilige Römische Reich, Europa Barbarorum, Europa Barbarorum II, East of Rome
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  10. #10

    Default Re: Preview dHRR 0.9: New Buildings and Economy Concepts

    really great work guys
    more micromanagement = less concentrating on the stupid battle AI ^^
    Indeed I hope to find the time for a real war when so complex structures have to be managed

    So I got you right? England in der old map borders will technically (won't happen, I know, but the system makes it thinkable) be able to forgive....up to 4*7=28 titles in 7 provinces with 4 shires each?

  11. #11
    konny's Avatar Artifex
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    Default Re: Preview dHRR 0.9: New Buildings and Economy Concepts

    Quote Originally Posted by Ronko View Post
    So I got you right? England in der old map borders will technically (won't happen, I know, but the system makes it thinkable) be able to forgive....up to 4*7=28 titles in 7 provinces with 4 shires each?
    Acutally, England not, because in England there will usually only be one earl per province. In return you'll have baronies, but these work different than European counts.

    In Germany, on the other hand, the usual set up will be:
    Level 1 fiefdom: a Count
    Level 2 fiefdom: another Count
    Level 3 fiefdom: the local Prince-Bishop (+ prince-bishopric building)

    Level 3 Government building: Gaugraf (can also be held by a bishop)
    (with a level III government building you can only have a level 1 fiefdom)

    Then we also have the dukes, which will not work like normal counts, plus count palatines, margraves, court offices and the like stuff.


    The details will follow as soon as coding in Germany is completed to show a full working system.

    Team member of: Das Heilige Römische Reich, Europa Barbarorum, Europa Barbarorum II, East of Rome
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  12. #12

    Default Re: Preview dHRR 0.9: New Buildings and Economy Concepts

    so, if u keep giving away fiefs, u can have up to 4 generals with bonus in that province? if u keep doing that in all prvinces u can have armies solely represented by generals

  13. #13
    konny's Avatar Artifex
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    Default Re: Preview dHRR 0.9: New Buildings and Economy Concepts

    The number of generals you have is not tied to the ammount of fancy titles they can get. We have on the one hand to live with the hardcoded "restriction" of about one general per settlement (much above that and the game doesn't give you much more births) and on the other hand, generals are - and will be - recruitable in dHRR.

    These additional titles become of interest when you have a character who is holding several titles from opposite corners of your kingdom - and expect factions to be much larger: in 0.8 Lower Lorraine, for exampel, starts with 2 settlements, in 0.9 it will start with 5 settlements.

    Team member of: Das Heilige Römische Reich, Europa Barbarorum, Europa Barbarorum II, East of Rome
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  14. #14

    Default Re: Preview dHRR 0.9: New Buildings and Economy Concepts

    i aaways found it sad that there is a settlement restriction( 200 i think?) more settlements in the hrr will make civil wars beetween the gemran factions much more fun - when i played austria in 0.8 i always crippled bohemia soooo muich when i took just one settlement of them.


    just out of curiosity - if lower lorraine gehts 3 additional settlements( do others get extra settlements too?) - who will loose these settlement spots?
    Last edited by hemeroc; May 26, 2010 at 09:56 PM.

  15. #15
    konny's Avatar Artifex
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    Default Re: Preview dHRR 0.9: New Buildings and Economy Concepts

    Quote Originally Posted by hemeroc View Post
    just out of curiosity - if lower lorraine gehts 3 additional factions( do others geht extra settlements too?)
    Yes, factions like Saxony or Franconia start with 10 and more settlements.


    who will lose these settlement spots?
    look out for the next preview....

    Team member of: Das Heilige Römische Reich, Europa Barbarorum, Europa Barbarorum II, East of Rome
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  16. #16

    Default Re: Preview dHRR 0.9: New Buildings and Economy Concepts

    Quote Originally Posted by konny View Post
    Yes, factions like Saxony or Franconia start with 10 and more settlements
    this is the last thing I wished to be changed for this mod....in my eyes you reached perfection by giving much more provinces to the "important" factions
    Looking forward to see who will loose the additional provinces...or maybe you found a way to create more than 200?

  17. #17

    Default Re: Preview dHRR 0.9: New Buildings and Economy Concepts

    This sounds freaking awesome... I guess you can't tell just yet in which approximate timeframe 0.9 will come out?

  18. #18

    Default Re: Preview dHRR 0.9: New Buildings and Economy Concepts

    Quote Originally Posted by konny View Post

    look out for the next preview....


    cant wait for more information \o/

  19. #19
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: Preview dHRR 0.9: New Buildings and Economy Concepts

    This is top of the art work! Exelent guys!!!
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  20. #20

    Default Re: Preview dHRR 0.9: New Buildings and Economy Concepts

    Great work!

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