hi all,
I announce to you the imminent release of "Bellum Crucis 5", an italian project made by the "Medieval Total War Italia" community, an enormous work that required, for the arrival at this last version, more than two years of passionate work.
Here you are a long preview!
CHAPTER 1 – STRATEGIC MAP
Initial date: 1155
Kingdom of Scotland - Rìoghachd na h-Alba
2 settlements
main castle: Inverness
main city: Edinburgh
bordering factions: England
bordering rebel regions: Dublin
Kingdom of England
9 settlements
main castle: Winchester
main city: London
other castles: Nottingham, Angers
other cities: Rouen, York, Exeter, Limoges, Bordeaux
bordering factions: Scotland, France
bordering rebel regions: Bangor, Brest, Rodez, Toulouse
Kingdom of France - Royaume de France
4 settlements
main castle: Reims
main city: Paris
other castles: Bourges
other cities: Dijon
bordering factions: England, HRE
bordering rebel regions: Thun, Lyonnais, Toulouse, Gand
Kingdom of Castile & Leon - Reino de Castilla y Leon
5 settlements
main castle: Toledo
main city: Leon
other castles: Burgos
other cities: Salamanca, Santiago
bordering factions: Portugal, Moors, Aragon
bordering rebel regions: Pamplon, Valencia
Kingdom of Aragon - Corona d'Aragò
4 settlements
main castle: Tortosa
main city: Barcelona
other castles: Aix
other cities: Zaragoza
bordering factions: Castile
bordering rebel regions: Pamplona, Valencia, Perpignan, Toulouse, Lyonnais, Asti, Genoa
Kingdom of Portugal - Reino de Portugal
2 settlements
main castle: Porto
main city: Lisbon
bordering factions: Castile, Moors
bordering rebel regions: Bejaia
Moorish Empire - al Muwahhidun
11 settlements
main castle: Fes
main city: Marrakesh
other castles: Granada, Badajoz, Sijilmasa, Rusad, Tlemcen
other cities: Sevilla, Tenes, Cordoba, Bejaia
bordering factions: Portugal, Castile
bordering rebel regions: Valencia, Annaba
Kingdom of Denmark - Kongeriget Danmark
3 settlements
main castle: Roskilde
main city: Arhus
other cities: Lund
bordering factions: HRE
bordering rebel regions: Oslo, Skara, Uppsala
Holy Roman Empire - Heiliges Römisches Reich
9 settlements
main castle: Wurzburg
main city: Regensburg
other castles: Staufen, Magdeburg, Salzsburg
other cities: Utrecht, Colonia, Wien, Bremen
bordering factions: France, Denmark, Hungary, Venice, Milan
bordering rebel regions: Stettin, Breslavia, Prague, Olomuc, Verona, Thun, Gand
Municipality of Milan - Comune di Milano
2 settlements
main castle: Lugano
main city: Milan
bordering factions: HRE
bordering rebel regions: Thun, Asti, Genoa, Bologna, Verona
The Papal States - Patrimonium Sancti Petri
1 settlement
main city: Rome
bordering factions: Milan, Venice, Sicily
bordering rebel regions: Ancona, Bari, Florence
Kingdom of Sicily - Regnum Siciliae
8 settlements
main castle: Siracusa
main city: Palermo
other castles: Rossano, Chieti
other cities: Reggio, Naples, Mahedia, Tripoli
bordering factions: Papal States
bordering rebel regions: Ancona, Bari, Annaba, Tunis, Sirte
Republic of Venice - Serenìsima Repùblica Vèneta
3 settlements
main castle: Pola
main city: Venice
other cities: Zara
bordering factions: Hungary, HRE
bordering rebel regions: Verona, Bologna, Soli, Ragusa
Kingdom of Poland - Królestwo Polskie
3 settlements
main castle:Gniezno
main city: Cracow
other cities: Plock
bordering factions: Hungary
bordering rebel regions: Stettin, Gdansk, Vilnius, Galic, Olomuc, Breslau
Kingdom of Hungary - Magyar Királyság
7 settlements
main castle: Arad
main city: Pest
other castles: Orsova, Regen
other cities: Ungvar, Zagreb, Pecs
bordering factions: Poland, Cumans, Venice, HRE
bordering rebel regions: Olomuc, Galic, Serdica, Ras, Soli
Republic of Novgorod - Veliki Novgorod
4 settlements
main castle: Ladoga
main city: Novgorod
other castles: Torzhok
other cities: Pskov
bordering factions: Muscovy
bordering rebel regions: Abo, Tallinn, Vilnius, Polotsk
Principality of Vladimir-Suzdal - Vladimirsko-Suzdalskaya Rus
7 settlements
main castle: Vladimir
main city: Rostov
other castles: Perejaslav, Turov
other cities: Kjev, Smolensk, Moscow
bordering factions: Novgorod, Cumans
bordering rebel regions: Bulgar, Ryazan, Tchernigov, Galic, Vilnius, Polotsk
Kingdom of the Cumans - Desht-i Qipciaq
7 settlements
main castle: Sarkel
main city: Azov
other castles: Iasi, Asperov
other cities: Saksin, Olesce, Arges
bordering factions: Muscovy, Hungary
bordering rebel regions: Bulgar, Ryazan, Tchernigov, Cherson, Galic, Costanza, Tarnovo, Serdica
Sultanate of Rum - Selçuklular
6 settlements
main castle: Kayseri
main city: Iconium
other castles: Ancyra
other cities: Amasya, Melitene, Sebastea
bordering factions: Byzantium, Zengids
bordering rebel regions: Attalia, Adana, Mardin, Tabriz, Ani
Zengid Sultanate - Atàbeg Jazirah
7 settlements
main castle: Raqqa
main city: Aleppo
other castles: Homs, Dayr es zawr
other cities: Damascus, Edessa, Mosul
bordering factions: Crusades
bordering rebel regions: Baghdad, Medina, Adana, Mardin, Tabriz
Fatimid Sultanate - al Fatimiyyun
8 settlements
main castle: Asyut
main city: Cairo
other castles: Damietta, Qena
other cities: Siwa, Alexandria, Asswan, Qoseir
bordering factions: Crusades
bordering rebel regions: Barca
Kingdom of Jerusalem - Royaume de Jerusalem
5 settlements
main castle: Acre
main city: Jerusalem
other castles: Kerak
other cities: Tripoli, Antioch
bordering factions: Egypt, Zengids
bordering rebel regions: Medina, Adana
Byzantine Empire - Basileia ton Rhomaion
13 settlements
main castle: Smyrne
main city: Constantinople
other castles: Naupatto, Trebizond, Monemvasia, Dorylaeum
other cities: Thessalonike, Adrianople, Nicosia, Candia, Athene, Nicaea, Amasra
bordering factions: Turks
bordering rebel regions: Durazzo, Ras, Serdica, Tarnovo, Costanza, Attalia, Kutaisi, Ani
CHAPTER 2
- Complete editing of the list of faction units, with the insertion of hundreds of new units. Almost all units have new models and high quality textures, with a special regard for the performance impact on the battle game (light models with lods). Choice of units in order to difference the factions. Hundreds of new shields, weapons, tunicles, armatures, mantles, helmets, realized from historical sources.
Here you are some figures:
Cuman knights
Norman Knights
Highland Noble Pikemen
Retinue Longbowmen
Holy Sepulchre Guard
Jerusalem Knights
Sudanese Tribal Warrior vs a poor militian
Heavy Huscarls
Boiards
Chevaliers
Seljuk Knights
Fatimid Lancers
Byzantine Bodyguard and Skoutatoi
French Pikemen vs Imperial feudal warriors
Viking Raiders
Berrovieri Lombardi
Venetian Fanti de terra
Espadachines de Castilla
Total conversion also regarding generals and capitans in battle map and stratecic map, and adjuncts some “officials” for some byzantine units.
Here some examples:
Danish
Cuman
Fatmid
Milanese
Novgodorian
Scottish
Byzantine general
Norman captain
Venetian general
Total conversion also regarding graphics, with new menus, loading screens, symbols, etc.
interfaces (culture dependant) and UI cards:
Byzantine interface
Byzantine, Fatimid, Crusader, Aragonese, Danish and English UI Cards:
CHAPTER 3 – FEATURES
***RECRUITMENT***
2 new systems of recruitment: AoR and ToR
With AoR (area of recruitment) the recruitment of a big number of units will be limited only in origin areas.
The ToR (time of recruitment) is a system that let the recruitment of special units to start from a determinate date.
Pikes, halberds, plate armatures, will be available from a determinate date during the campaign
***DIPLOMACY AND AI***
The diplomacy and the AI (both on the strategic map and on battle map) have been considerably improved.
- Reformated the general system of relationships in order to facilitate the diplomacy
- The alliances are more strictly dependant on your reputation, if your allies repute you "reliable" (very good relationships or more) they don't betray, and if you go in war, they'll
support you against your enemy faction. However there is a little chance that a faction of different religion won't consider the diplomates accords and betray.
- More complex relationships at the start-date
- Higher cost for corruption
- Limit to the papal expansion
- Generals can be recruited in castles
- No more conversions city-castle.
***TRAITS***
Education
When a family member becomes 16 years old, you can decide the education:
- Bailey education (In capital): administration, money and people
- Cleric education (in a city where there is a church and it's not the capital: devotion, justice, ability to motivate the soldiers.
- Militaristic education (in a castle where there is a garrison quarters and it's not the capital): command, authority and movement points.
The education require two years, so the general must wait inside the settlement for 4 turns.
Special Traits
- Pilgrimages: a Pilgrimage to Jerusalem gives excellent fruits on devotion for the christian characters … but it could also delude them! (too busines and turism around the holy city!)
- Haji: a Pilgrimage to Medina can to do excellent fruits on devotion for the muslem characters … but it could also delude them (too busines and turism around the holy city)
- Distance: The characters suffer the distance from capital; the more the characters are distant, the less fideles they will be demostrate. The characters in crusades are immunes.
- Rancor: If you deprive a noble of his titles, you will be the cause of his discontent!
- Behaviour on the battlefield: the number of soldiers killed by a general, or the death of the personal guard, will have direct effects on the comportment of the general in battle. He
could become a fury exsterminatory or more useless than an unload bombard!
- Cleric traits (for priests who are recruited in a settlement with a religious order, they will have the traits “Franciscan”, “Dominican” …)
- Origin: If you leave a familiar in a city for more than 10 turns, he will take the “byname” of that city.
- Naval traits: More traits for admirals
- Inflaction: + 5% on building and retrainment costs every 20 years)
- Age: The characters loss movement points when they grow old
- Bonus command for AI generals, in order to oppose to the human ability to bring in battle the best generals.
Dynastic Line
You can read the Dynastic Line (royal blood) track of the characters. If you will corrupt a general with royal blood, he will bring his new Dynastic Line into your building tree.
Every son of the king have got a trait (for example: of Norman blood) that attests his discendance. This trait is inherited from mother or father. A general without this trait, can
acquire it only by espousing a woman with real blood.
Characters Health
Every general begin “relatively health”. Anyway, some events (siege, staying in enemy land…) can cause illnesses.
In order to take care of your general, bring him, for a long time, inside a settlement with buildings.
If you see a witch, assassinate her! Or she will infect you with the leprosy!
War Traits
A general can assume the trait “exsterminator of…” when he shows particulalry skill in battles against a determinate faction. He need to win clearly the battle, devastate settlements,
kill enemy generals. This trait improve the general command against a determinate faction. When a faction is in decline, the trait could became “Apprehend by…”. This trait can be
inherited by general's sons.
The Civil War
When a new king ascends to the throne, he can acquire the trait “offends the nobility”. This can happen for his personality (low authority, low piety etc.), or depends from
awfulness patrimony administration, papal excommunitation or empire expansion.
The situation can become worst and worst: when the trait “offends the nobility” become “inspire civil war”, the rebellion could start.
Your generals will decide if to follow their leader or not:
1\3 of your generals (the rebel ones) will lose their movement points:
if one of these generals will be in a castle or city, they could make the settlement revolt:
Also the factions under the AI control can incur to civil war but with possible less.
Recapping, the civil war can occurs when:
- The faction is excommunitation
- The king hasn’t real blood
- there is an awfulness patrimony administration
- there is a big empire expansion
- the leader has low authority
- The leader is located far from the capital
A noble can ransom and come back avalailable; This depands of King's cavalry.
***Ancillary ***
Historical characters
Were introduced more than 200 new historical characters such as "ancillary", each characterized by its own wherever possible picture and a brief biography.
Masters of Guilds
- Master of the guild of spies
This will join the ancillary result of a spy, when your site will be hosted a guild of spies. It is not a transferable title.
- Master of the guild of assassins
This will join the ancillary result of a murderess, when your site will be hosted a guild of assassins. It is not a transferable title.
Great Masters of orders militants
Every militant order (Templars, Hospitallers, Teutonic, Santiago) has its own Grand Master. This means that, worldwide, there is only one rider (per order) with this appointment, which
gives them the supreme leadership of the order.
These will join the ancillary result of your own only if your side is home to the headquarters (including the minimum level of development) of their militant order.
The type of side affects the possibility to acquire these ancillary: the Grand Master of the Templar more easily follow a French general, the Grand Master of the Teutonic Order will
follow more easily a German general, the Grand Master of Santiago followed more easily a Spanish general, no preference for the Grand Master of the Hospitallers.
Noble titles
The titles of nobility are a realistic implementation, with a rich historic and unprecedented accuracy. Were included 200 titles, with historical reference to the present political
situation at the beginning of the year (1155 AD). The securities were placed in the idioms of the factions to which the various territories, except for regions initially rebels (which
has been maintained to the nomenclature in English). For Islamic securities has also provided a further differentiation between Arab-Islamic and Islamic-turkish for greater historical
accuracy. Even the titles of the court were written in the original languages and many of them have been incorporated historical records.
Regional Titles
When a general stops in a settlement for a turn, automatically acquires the title of that region (of course, only if the title is vacant, or has not already been taken by another general).
The regional titles, as historically accurate as possible, consist of a variety of Kingdoms and Sovereignty, Duchies, Archduke, Grand Duke, Counties, Marquis, Margrave, Lordships,
Principates, podestarili schemes, Governments, Califf, Emirates.
These securities are generally transferable from one to another.
If a general already has another title is the regional or faction leader NOT be able to acquire the regional. When the general who holds a regional title dies, the title becomes vacant
and available for another general.
Evidence of the Court
Each faction has his court, courtiers of five (plus the capofazione), the names of the courtiers will vary depending on the faction, in general these figures are:
- faction leader (faction leader becomes the heir of faction, once dead the previous faction leader);
- Registrar (first becomes a director general who will stop for at least 2 rounds in a town that has built the Town Hall);
- Conestable (becomes an adviser to the general war which will stop for at least 2 rounds in a castle where there are the accommodation of garrison)
- Treasurer (Treasurer General is that it stops for at least 2 rounds in a town that has built the Field of the Fair);
- Seneschal (becomes advisor to the general safety stops for at least 2 rounds in a town that has built the Tavern);
- Chamberlain (becomes advisor to the kingdom that the general will stop for at least 2 rounds in a town where there are crops of the municipalities);
These securities are generally transferable from one to another.
If you already have a general title of another court or the faction leader NOT be able to acquire the title of the court.
If a general already has a regional title, may acquire a title of the court, and vice versa.
When the general who holds a title of the court dies, the title becomes vacant and available for another general.
Interregional Titles
The Interregional titles represent special noble titles, each available only for certain factions, which are acquired by a general, when one faction conquers a certain number and type
of regions, and when the General himself will stop for a turn in a particular city.
An Interregional title gives the general points (bonus) of more than just a regional title.
These licenses are NOT transferable from one General to another.
If a general already has another Interregional title, can not acquire new Interregional title .
If a general already has a regional and / or a court, may acquire a interregional title, and vice versa.
When the general who holds a title inter dies, the title becomes vacant and available for another general.
- King of Italy
Available for: Lombardi, Germans, French, Venetians, Sicilians
Settlements have to be: Milan, Asti, Genoa, Florence, Pisa
city to be occupied for a turn by General Milan
- King of Georgia
Available for: Turks Cumans, Crusaders, Byzantines, Zengidi
Settlement have: Tbilisi, Kutaisi
city to take a turn for the General: Tbilisi
- King of Spain
Available for: Spanish, Portuguese, French, Aragonese
Settlement have: Toledo, Cordoba, Granada, Zaragoza, Leon, Burgos, Seville, Santiago, Barcelona, Valencia, Pamplona, Salamanca, Mallorca
Settlement to be filled for a round by General: Toledo
- Count of Sicily
Available for: Aragonese, Milanese, Venetians, Sicilians
Settlement have: Palermo, Siracusa
Settlement to be filled for at least one round from General: Palermo
- King of Germany
Available for: Milanese, Venetians, Germans, Poles, Danes, French
Settlement have: Utrecht, Bremen, Staufen, Wurzburg, Vienna, Cologne, Salzburg, Magdeburg, Regensburg
Settlements to be occupied for at least one shift from general Regensburg
- Lord of the Desert
Available for: Mori, Spanish, Portuguese, Egyptian
Settlement have: Marrakesh, Sigilmassa
Settlements to be occupied for at least one shift from general: Sigilmassa
- Caliph of Islam
Available for: Moors, Turks, Egyptians, Zengidi
Settlements to own: Baghdad, Medina, Cairo
Settlements to be occupied for at least one round from General: Baghdad
- King of Serbia
Available for: Venetians, Germans, Byzantines, Hungarians
Settlement have: Belgrade
Settlements to be occupied for at least one round from General: Belgrade
- King of Bohemia
Available for: Poles, Germans, Danes, Hungarians
Settlement have: Prague, Olomouc
Settlements to be occupied for at least one round from General: Prague
- Latin Emperor of the East
Available for: English, French, Venetians, Sicilians, Crusaders, England
Settlement have: Constantinople, Adrianople, Thessalonica, Athens, Monemvasia
Settlements to be occupied for at least one shift from general: Constantinople
- Lord of Ireland
Available for: English, French, Scottish, Danish
Settlement have: Dublin, Cork
Settlements to be occupied for at least a general shift from: Dublin
- Prince of Wales
Available for: English, French, Scottish, Danish
Settlement have: Bangor
Settlements to be occupied for at least one shift from general: Bangor
- King of Burgundy
Available for: Aragonese, French, German, Lombardi
Settlement have: Lyon, Marseille, Dijon
Settlements to be occupied for at least one turn by General Lyon
- Grand Prince of Russia
Available for: Russians, Poles, Novgodoriani, Cumans
Settlement have: Kiev, Novgorod, Smolensk, Ladoga, Chernyhiv, Turov, Perejaslav, Moscow, Rostov, Ryazan, Polotsk, Torzov, Vladimir
Settlements to be occupied for at least one shift from general: Moscow
- Grand Duke of Lithuania
Available for: Novgodoriani, Poles, Danes, Germans
Settlement have: Riga, Pskov, Vilnius, Turov, Polock
Settlements to be occupied for at least one round from General: Riga
Titles and Special Traits
- Confidence Man
And 'a man who has helped the faction leader to gain the throne, where he was not the son of the former sovereign. The man of faith can have beneficial effects on faction leader
or influence in a negative way ...
NOT transferable
- Defender of the Faith
A faction leader may be appointed by the Pope "Defender of Faith", an honorary title that brings some real benefits, however, the faction of a Defender of the faith can never be
excommunicated! E 'a title held for life, and unique all over the world (can not therefore be two or more defenders of the faith).
NOT transferable
- Conqueror of Constantinople
If you conquer Constantinople earn the title of Conqueror. This will have many benefits, but the decrease of Loyalty general who turned the feat (to prevent dropout and repeated
recapture of the city): he considers the true king of the city!
*** INFO ***
The historical accuracy is one of the most sought after in the mod.
- Put more than 300 historical events (at least one every year), with full descriptions and many pictures;
- Added 400 new historical famous phrases in the loading screens;
- Added several new guilds and introduced (with the same system of guilds) the monastic orders (Franciscans, Benedictines, etc..) For Catholic factions;
- Added several new "wonders" or unique buildings (like the Tower of London, the Holy Sepulcher, the Dome of the Rock, etc..)
- New presentation descriptions for all the factions
CHAPTER 4 - SCRIPT
*** GARRISON SCRIPT *** (in full campaign only)
There is a Garison script for the major city and castle of each faction. Only the AI (except from the rebels) can take advantage from it. The type of mercenaries recruited is dependant from the region location (Galloglaich in Scotland, Welsh Spearmen in Wales, etc.)
*** ECONOMY SCRIPT ***
In order to make the campaign more balanced and realistic, there are 4 scripts that modify the economy of the game:
- “Balance Script”: extra costs for the maintainance of each settlement;
- “Warcost Script”: extra costs for the maintainance of each army in enemy lands or besiging;
- “Bank Script”: banks give money (10000 florins) with a certain rate of interest (10%)
- “Papal Udience”: requiring a crusade will cost 1000 florins; if the Pope will accept, you will be compensated of 2000 florins.
“Balance Script” and “Warcost Script” will appear in a riassuntive window when you click the finances button
*Rise of Saladin*
It was inserted a script that rule the spawn of the ferocious Saladin, a great Egyptian general that will found the Ayyubide's House.
*conquest of thrones*
The "newking script" is a complicated script that introduces messages that inform you about the other kings' death, and add the possibility to inherit the foreign thrones with a strategical wedding. The conquest of a foreign throne, give to you all the region that belong to this kingdom.
To acquire a foreign throne, you have to do a covenant marriage, by marriage a princess, a general of the kingdom to be obtained by dinastic. If on death of sovereign of that kingdom, there will be no heirs of the blood (prince and other legitimate sons of the sovereign), the kingdoms will be inherited by your side. This happens because the bond with the royal princess married. Let's check an example: (note that this image are about the old BC 4.1, but this isn't important, because the policy is the same)
I play with Kingdoms Of England faction. My spies show me a very interesting situation about the France Kingdom: Sovereign is very old and haven't no legitimate heirs, only a lovely daughter, a princess that hand is sought by many generals
The occasion is very good, infact if I married a my general with this young princess I can claim rights to the throne of France Kingdom! Immediately I send a diplomat to do the marriage proposal
It's done! The proposal was accepted, infact in the general trait you can see that the wife is French!
Now you have only to wait that the old French king die, and... Here it is! The Kingdom Of France now belongs to your possession!
* Mongol Invasion*
The script that controls the appearence of Mongolian Hordes was completely rebuilt. Infact now is more balanced, accurate and rational. With the rebuilted script, now will not happen again to see hordes that wandering aimlessl in desolated lands, mongolian armies now will attack on the eastern critical settlements. In addition, the hordes do not appear in only one classic objective (Mesopotamia, Armenia and Volga-Bulgar), buut they will attack in a precise sequence these three regions, has happened in real history!
The spawn event of Turimids was deleted, because the historical period of the appearance of them is out of date in the time-line of the mod.
* Interactive Script *
In some circostances, will happen an interactive screen that will inform you about the possibilities to organize expensive event, like banquets, tournaments, fairs, etc. This script will be useful to improve the quality of your overall choice!
* Prestige *
It was intoduced a new parameter in the game, the Prestige. At the beginning of the campaign you start with a level of prestige between 70 and 90%.
During the campaign, your good and honorable behavior or unfair and tyrannical will increase or decrease your prestige. Among all factors, the most important, will be happines of the settlements and the treasure of the kingdom. At the beginning of every round will appear an updated screen that will inform you about the prestige expressed in percentual.
Until your prestige level remains high you have nothingh to be scared about, your campaign is good as ever. Some problem will appears when your prestige level falls under the 50%. At this point, the nobility of your kingdom, will begin to encourage the efforts of the people, and you will have internal weakening. The people will ask you to build structures for political representation popular, if you built it, you will get an increase of prestige, if not, a further deterioration of the Council and the risks of "revolts in the countryside" (wichh will cost you several guilders). The request of the people may recur (infact there are 3 levels to the popoular building) when the prestige will fall under a threshold of 25% and 0%.
Treshold of 25% is a very delicated point. under this treshold, you can risk an exile of your King from the representatives of the people. The exile of your dynasty will isn't a very great danger. Infact, you will keep the settlements under your dominious, but you can't use no more the governors in the settlement, because they will be imprisoned and lose all the quality and movement points. Exile is applicable to all people of royal blood, however you can use the general not on exile (all of them that havent the "English blood" in traits, for example). At this point, you can still use the adopted general or that have been added on the genealogical three by a marriage, also you can use the general recruited in the castles.
The 0% threshold is fateful. If you remain too many time under this percentuage, nobles of the kingdom will organize a kind of "shadow faction", that will catch most of your regions. This shadow faction is called "Barons' League" for the christian faction, or "Emirs' Union" for the islamic faction. Here is an example (note that this image are about the old BC 4.1, but this isn't important, because the policy is the same). I play with Kingdoms Of England faction: My prestige is fallen to 0%, because I do some wrong thingh, and now the Barons were held in the league, and have settled in cities that previously belong to my Kingdom...
* COUNCIL OF THE NOBLES *
The Council of the nobles is composed by 20 members, 6 alwais faithful to you, 7 perennially against to you and the other 7 are neutral. You have to grab this 7 precious neutral seats. To do this, you need to develop the qualities of the 7 types of agents available (spies, diplomats, assassins, princesses, admirals, merchants, priests). At the moment you take at least 5 seats, you take control of 11 seats, and now you have the control of the Council. In case you take the absolute majority of the council of nobles, you will not have to be fear about possible negative effects tahat we talk about, even your prestige level is 0%. Finally, we have to consider that the seats, can be lost like you grab it. Infact this happens when agents suffering about a worsering of their ability, or when you use them too many times.
* Merchant Fleet"
It was implemented an active role of merchant fleet, that will let you to manage in different ways the admirals. When an admiral will take a particular trait (which is also shown in the name of Admiral, in the form of epithet: "empty merchant fleet"), you can send it far away from the capital, and after that you have the possibility to fill the hold with valuable merchandise. When the epithet change (it will become "loaded merchant fleet"), you can send back, in the capital, your admiral and take many guilders (the ammounts of it depends on the type of resources you carry in, you can check it in the traits of your admiral).


































































































































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