Re: Modeling feudalism
Originally Posted by
Nemesis2345
Yes, Roma Surrectum 2 on Rome TW had a mechanic closer to this. The city would still be yours but you had to choose between Anexxing or Occupying the town. Anexxing increased the public order of the city at the cost of some income and recruitment options (you could only recruit citizens belonging to that region , not roman legions from that specific town) while Occupying gave a big public order hit (since you conquer them and subdue them to your laws) but it gave you the ability to reform the city with your own infrastructure and military power , obviously you couldnt occupy every city you conquered because some were really hard to control , which is why historically the Romans anexxed many regions as long as they provided auxilliary troops and some form of tribute to the empire.
Would be cool having this in SSHIP as well , but im preety sure is far from an easy task.
Has this not been done in EBII or in De Bello Mundi?
Originally Posted by
Tripledot
I think if you want to simulate the core of how feudalism worked- the vassal-lord obligation, the solution would be to make (loyal) Governors much more important for maintaining public order and collecting taxes, rather than relying on "buildings" representing feudalism/decentralization. A more developed state can be represented by the ability to recruit generals from higher tier settlements, who will then be able to act as governors for settlements. Making Governors take center stage also makes sense for more bureaucratic states like the Byzantines, so the different systems can still be represented by one generalized model, with an organic, dynamic cap to how far one can expand.
You can already recruit generals once you reach the Fortress level if I remember well.
Originally Posted by
Tripledot
To elaborate, loyalty could be made much more important for a general's ability to tax a population (less about the general's ability than whether he decides to kick on up to the king), with base levels of taxation being much lower to the point where settlements without governors give next to no taxes. Regional titles could be made much more important for granting public order bonuses, with default public order without a governor usually being unmanageable (what's outside of the personal control of the monarch and his stewards ends up independent).
Regional titles aren't the only option here actually. Not all towns relied on a governor, especially from the 13th century during which more and more towns tried to become more autonomous under a council lead (at least in Western Europe).
From my opinion, both ways should be considered with different advantages and counterparts.
Last edited by Lifthrasir; May 07, 2020 at 10:11 AM.
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader