Units for Hire
Bowmen: Archers, crossbowmen. These lightly-armed men are the hunters of Europe's forests, as well as the militiamen of towns and cities. They'll pepper your enemy with wide volleys of inaccurate but deadly projectiles, but they won't charge a line of infantry let alone hold against a charge of cavalry. Cost: 1 Economic Point, 200 per unit
Footmen: Axe and sword-armed infantry. These are typically men born of common backgrounds, born on farms, in villages and towns, and in the rebellious confines of burghs and communes. However, they are not here on crusade as levied peasants, but as soldiers of the cross. Cost: 1 Economic Point, 400 per unit
Spearmen: Spear-armed infantry, these soldiers are like their footmen counterparts, but specialized to stop a cavalry charge. However, they are lighter armed than Footmen. Cost: 2 Economic Points, 200 per unit
Men-at-Arms: Homo Armorum, Scutifer, Armiger, Homme d'Armes, Lance. Mounted on horseback, these men are moderately to well armed, some comparable to true knights. They serve as light cavalry. Their horses are not armored, and so they are greatly faster than knights. If dismounted, they serve as heavy infantry. Cost: 2 Economic Points, 100 per unit
Knights: Miles. Chevalier. The mounted warrior caste of nobility, these are the prime of any Christian host. They serve as heavy cavalry. Their horses are armored, and so they are slower than men-at-arms. If dismounted, they serve as elite infantry. Cost: 3 Economic Points, 100 per unit
Armed Pilgrims: These armed zealots come to the holy lands shortly after the success of the Crusades. They are enthralled by preachers back in Europe and come to the Levant seeking riches and to fulfill their zealous duty to God and Christendom. These pilgrims come in typical sack cloth, bearing pitchforks, knives, staves and wooden clubs. Available for Clergy, once landed, by default or Church required! Cost: 0 Economic Points, 600 per unit
European Mercenaries: Soldiers of fortune and swords for hire, they come for gold and riches, caring not for religion nor status. They seek only to advance their pockets and purses. Tavern required! Come as either a company of Bowmen, Footmen or Spearmen. Cost: 2 Economic Points, 200 per unit.
Buildings List
Each player may buy buildings for each of their three provinces that they directly control. Each province, depending on their prosperity, will have a certain number of building slots.
- Rich (+3) Eight slots
- Wealthy (+2) Seven slots
- Affluent (+1) Six slots
- Adequate (0) Five slots
- Humble (-1) Four slots
- Poor (-2) Three slots
- Bankrupt (-3) Two slots
Villages may not have defensive fortifications such as walls, but may have guard towers and barracks. Yet minor settlements, minor cities and major cities (including major port cities) may have walls, ranging from wooden palisades up to stone. Players may have only one Elite building that is located in their main/capital holding.
Small Buildings will cost 1 economic point
Medium Buildings will cost 2 economic points
Elite Buildings cost 3 economic points (unless specified otherwise)
You can only construct two buildings every week and will take one year (one week) to build.
Economic Buildings
Small Caravan Stops: +1 Economic Points to prosperity, grants ability to trade with neighboring settlements
Medium Caravan Stops: +2 Economic Points to prosperity (requirements: Small Caravan Stops)
Small Bazaar: +1 Economic Points to prosperity, grants ability to trade with neighboring settlements
Medium Bazaar: +2 Economic Points to prosperity (requirements: Small Bazaar)
Mining Site: +1 Economic Points to prosperity
Small Well: +1 Economic Points to prosperity and +1 to defensive siege rolls
Medium Well: +2 Economic Points to prosperity and +2 to defensive siege rolls
Tavern: +1 to Economic Points and +1 to Assassination Rolls, and grants ability to hire mercenaries
Military Buildings
Guard Towers: -1 to opposing scouting rolls and +1 to defensive detection rolls
Small Keep: +1 to defensive rolls, +100 Footmen and +50 Bowmen
Medium Keep: +2 to defensive rolls, +200 Footmen and +100 Bowmen
Wooden Palisades: +1 to defensive rolls in sieges
Wooden Walls: +2 to defensive rolls in sieges (Requirements: Wooden Palisades; not available for some Minor Settlements and all Villages)
Stone Walls: +3 to defensive rolls in sieges (Available for only Major Cities)
Stables: +250 Knights to force limit
Minor Knightly Order House: +200 Footmen
Medium Knightly Order House: +200 Spearmen (Requirements: Minor Knightly Order House)
Small Military Port: +10 Galleys (Requirements: Direct access to water)
Medium Military Port: +20 Galleys (Requirements: Direct access to water)
Blacksmith: +100 Footmen and +1 to duel rolls
Weaponsmith: +1 to attack rolls in battle (Requirement: Blacksmith, can only choose Weaponsmith or Armorsmith)
Armorsmith: +1 to defensive rolls in battle (Requirement: Blacksmith, can only choose Weaponsmith or Armorsmith)
Elite Buildings (Players may only have 2 buildings per person)
Land Clearance: +1 to building slots
Major Knightly Order House: +500 Knights (Requirements: Medium Knightly Order House)
Merchant's Guildhouse: +3 to Economic Prosperity (Requirements: Medium Bazaar or Medium Caravan Stop and access to Port; whether by trade or directly)
Dockyard: +30 Galleys and +2 to Economic Prosperity (Requirements: Medium Military Port)
Large Keep: +3 to defensive rolls, +300 Footmen and +150 Bowmen
Siege Works: Halves the time needed to construct siege equipment (Rams/Ladders are 12 hours, Towers/Ballista are 24 hours, and Catapults are 36 hours)





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