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    Default The Wares of London

    THE WARES OF LONDON
    Retainers:
    These are followers that your character can add to their entourage; they provide various bonuses, for a cost. Only three unique retainers/entourage members may be hired per character. Each retainer costs £30 in maintenance per annum and it costs £150 to 'fire' a retainer.


    Retainers


    Retainers:
    ⦁ Veteran Captain: this man has seen prolonged warfare, perhaps on the muddy fields of France or the swamps of Ireland, it matters not where he earned his experience, only that it is put to good use upon your behalf. +1 to battle rolls.
    ⦁ Champion of Arms: this man is an able swordsman, a good fellow to keep around as protection either in a battle, for he can hold off several foes at once. +1 to post battle rolls.
    ⦁ Former Cut-throat: this man is an able bodyguard, being adept at recognising and preventing attempts upon a person's life. -1 to assassination rolls against the owner.
    ⦁ Harsh Quartermaster: this man can equip and feed a fighting force as cheaply as possible, which is a great advantage for those who are wary of the gross overspend that comes hand-in-hand with building an army. -5% troop maintenance.
    ⦁ Shipwright: recruited from a major port, perhaps Southampton or London, this man clearly has expertise in building and maintaining seaborne craft. -5% navy maintenance.

    Entourage:

    ⦁ Skilled Physician: A doctor, perhaps having studied at Oxford or Cambridge, very skilled in the field of medicine. -2 to age-related death rolls for this character.
    ⦁ Property Clerk: Able to assist in maximising possible income from estates, these men, lowborn though they are, are key parts in the web of a nobleman's demesne. +1 to province limit (see overextension rules)
    ⦁ Shrewd Treasurer: Responsible for balancing the books, in the most cost-effective way possible. +5% estate income.
    ⦁ Gifted Lawyer: Able to try wrangle his employer out of tricky situations using the very comprehensive and complex Common Law. +1 charisma.



    Buildings.


    These are structures built within your demesne as improvements to its economic or military output. Buildings may be constructed individually in each and every province you own, but multiples of the same building cannot be constructed in the same province. All upgrades stack; the sole limitation being that the total of any 'discount' modifier may not exceed 30%.

    Buildings constructed in provinces over the expansion limit (base of 15 provinces) do not give bonuses.

    Each building requires 1 week (1 in game year) to be built. There are no limitations on the amount constructed per year or the total quantity, unless stated specifically below.

    And regarding the tiered system: shouldn't have to be said, really, but to build something you must have the corresponding building of the previous tier already constructed.


    Tier I

    TIER I: £200 Each
    - Tenant Homesteads: +5% province income
    - Monastic Sponsorship: +5% province income (for clerical characters)
    - Reinforced Gatehouse: +1 siege defence to castle/manor
    - Peasant Patrols: -1 hostile raiding rolls in this province
    - Blacksmith Charters: -1% troop upkeep and recruitment cost
    - Increased Garrisons: Adds a garrison of twenty soldiers to the province (14 yeomen archers, 6 yeomen footmen)
    - Fishing Wharf (coastal or river only): 2% discount on the purchase and maintenance of ships.


    Tier II

    TIER II: £400 Each
    - Rented Properties: +5% province income
    - Market Charter: +5 % province income
    - Priory Houses: +5% province income (for clerical characters)
    - Enlarged Towers: +2 siege defence to castle/manor
    - Militia Patrols: -1 hostile raiding rolls.
    - Armourers and Weaponsmiths: - 1% troop upkeep and recruitment cost.
    - Double Garrisons: Adds a further twenty soldiers (10 men-at-arms, 10 yeomen archers) to the garrison of this province.
    - Merchant’s Wharf: +5% province income, 2% further discount on the purchase and maintenance of ships.


    Tier III

    TIER III: £1050 Each
    - Enclosed Farmsteads: +5% province income
    - Mercantile Patronage: +5% province income
    - Clerical Courts: +5% province income (for clerical characters)
    - Castle Extensions: +2 siege defence to this castle/manor
    - Yeomen Footmen: -1 hostile raiding rolls.
    - Regulated Equipment: -1% troop upkeep and recruitment costs.
    - Livery garrisons: Adds a further thirty soldiers (10 men-at-arms, 20 yeomen archers) to the garrison of this province.
    - Dockyard: +5% estate income, 2% further discount on the purchase and maintenance of ships.


    Tier IV:


    TIER IV: £2000 each. Only one may be constructed per province, requires completion of the corresponding chain.
    - Latifundia: +10% provincial income.
    - Merchant Bank: +10% asset income. Reduces interest rates on loans by 1%.
    - Saint's Shrine: +10% province income (for clerical characters)
    - Second Keep: +2 siege defence for the castle/manor, gives it the ability to survive an (extra) 3 irl days in a siege.
    - Yeomen Guards: Adds sixty soldiers (20 Yeomen Archers, 20 Yeomen Footmen, 20 Men-At-Arms) as an immoveable garrison to this province.
    - Livery Barracks: -5% troop upkeep and recruitment cost.
    - Military Port: 5% discount on the purchase and maintenance of ships. Allows for an extra 2 carracks and a flagship to be recruited, as well as a potential +10 levy ships for requisitioning.




    Unique Buildings

    Unique Buildings:

    These are buildings not covered by the tiered building system. Lords sponsored the construction of great building projects either for a practical purpose or as a display of wealth and power. These buildings do not have any requirements save the coin to construct them, as well as having unique costs and construction times. These buildings may be expanded for unique bonuses, but this shall require further coin, time, and RP. However, it provides the opportunity to build something of pre-eminent status, truly unique and recognizable (will provide a regional bonus)


    -> Cathedral: £5,000, five years to construct.
    The greatest place possible to worship God in all of Christendom. A cathedral is the seat of a Bishop within a diocese. Extensive funds and lands are needed to maintain a new bishopric and the cathedral, thought it clearly improves both the clergy and the peasantry standing. +15% province income, +3 AI interactions with the Clergy. Can only be built if the bishop authorizes it or the King/Pope allows the creation of a new bishopric.


    -> University: £3000, two years to construct.
    A place of learning, in the image of Bologna or Paris. This building houses few of the wisest minds of Christendom, and that is costly. Construction of this facility allows characters to enter its gates and learn from the finest teachers, giving +1 trait points to coming of age characters, including the possibility of additional points through learning RP. Access to learned physicians affords great benefits (-1 death rolls) but a congregation of learned minds could lead to new and dangerous ideas…


    -> Palace/Manor: £4000, three years to construct.
    Such a magnificent building astonishes your subjects and vassals alike. A place of ostentation and luxuries few can afford. Furbished with the costliest tapestries, furniture and artworks; this reaffirms your power and wealth. +3 charisma, +20% asset income.


    -> Castle: £2500, two years to construct.
    Castles were the countryside residences of England’s landed gentry; symbols of power and status that are not easily ignored simply because of the physical mark they leave upon the landscape. A noble may choose to construct a castle/fortify a manor once they have secured crenallation rights from the monarch. Not doing so may incur a fine.



    Assets:

    These are ventures that a lord might invest in, with the profit depending on the annual rolls that dictate the shape of the market, which may be influenced by outside factors such a warfare and diplomacy. Some regions naturally rich in these resources will have bonuses to their incomes. There is also a very small chance each year that your asset may become damaged or even destroyed, which will require a fee (half the price and the full price, respectively) to restore its condition.
    A player character may own up to five assets.

    Assets:



    Fish:
    - Costs £100 to purchase
    - Costs £25 in annual upkeep.
    - Starting market value of a fully loaded wine ship is £50.

    Timber:
    - Costs £150 to purchase.
    - Costs £35 in annual upkeep.
    - Starting market value of a fully loaded timber ship is £75

    Wine:
    - Costs £200 to purchase.
    - Costs £50 in annual upkeep.
    - Starting market value of a fully loaded wine ship is £100.

    Wool:
    - Costs £300 to purchase.
    - Costs £75 in annual upkeep.
    - Starting market value of a fully loaded wool ship is £150.

    Textiles:
    - Costs £400 to purchase
    - Costs £100 in annual upkeep
    - Starting market value of a fully loaded textile ship is £200

    Metals:
    - Costs £1000 to purchase.
    - Costs £250 in annual upkeep.
    - Starting market value of a year's worth of ore is £500.



  2. #2
    General Brewster's Avatar The Flying Dutchman
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    Default Re: The Wares of London

    Charleton buys some things, donno which ones yet I'm figuring that out tomorrow morning so this is WIP.

    5 x - Tenant Homesteads: +5% province income = 2000 pounds.
    Last edited by General Brewster; September 23, 2017 at 09:23 AM.

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