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Thread: Tech trees

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    Thread killer Member Rodion Romanovich's Avatar
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    Default Tech trees

    This thread is for the discussions about tech trees.

    Note in the lists below:
    - Boni for buildings of higher level are total boni, not added bonus for upgrading
    - When a building upgrade enables recruiting of certain units, I only mention the new units unlocked by the upgrade
    - Buildings in the same paragraph starting with "-" belong to the same series - buildings to the right are upgrades of buildings further to the left on that line
    - Mercenaries are listed at the bottom of this post.


    FRANCE, HOLY ROMAN EMPIRE, LOTHARINGIA

    The Franks were among the first "barbarians" to introduce a heavy cavalry of high quality in their armies. This cavalry, formed as early as in the 7th century, was capable of stopping the muslim expansion in the battle of Tours/Poitiers in 732, and was further improved throughout the coming years. During the crusades, the frankish knights proved stronger than the Byzantine cataphracts in frontal engagement, and superior also to the skilled muslim cavalrymen as long as they could avoid flanking. Being a little undisciplined, the Frankish knights of the High Medieval period were not unjustly claimed to be the reason for defeats in many battles, but the early frankish cavalry were slightly more controlled, and proved an excellent arm in combination with the traditional "barbarian" infantry, which had by the 8th century recieved heavy armor and the discipline of roman legions - with the strength and ferocity of their barbarian ancestors. This made the Frankish armies some of the most flexible armies of the period, something further enhanced by local specialists and a stabile economy able to support their expensive high-quality units.

    CIVIL BUILDINGS
    - Chapel (+10 happiness, requires town), Church (+20 happiness, +1 morale, +5% law, requires large town), Cathedral (+40 happiness, +2 morale, +10% law, enable training of tarfurs [light infantry, are catolic fanatics], requires city)
    - Abbey/Monastery (requires Church, +10% happiness - perhaps replace this building with specific monastery types for different religious orders granting different boni and which can only be built in a certain province/in certain provinces)
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming), Farming technology (+14 farming)
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus), Water pipes (+20% health bonus).
    - Paths, Mud roads, Paved roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade), Master merchant (+80 trade, +10% happiness)
    - Trade port (no ships), Port (level 1 ships unlocked), Shipyard (lvl 2 ships), Dockyard (lvl 3 ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Academy, University
    - Level 5 walls

    MILITARY BUILDINGS
    - Muster field (javelinmen, coloni [cheap levies, light wooden spears]), Town militia (urban militia [HRE only], coloni +1 xp, +5% law), Police force (urban guard [HRE only], +10% law)
    - Bowmaker (militia bowmen, liberi bowmen), Bowmaker's workshop (militia archers, liberi archers), Bowmaker's guild (militia archers +1 xp, liberi archers +1 xp, genoese crossbowmen [france and lotharingia only, ZOR: southeast france and northern Italy]), Master bowmaker (crossbowmen, pavise crossbowmen)
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp).
    - Spearmaker (spear militia), Spearmaker's workshop (spear militia +1 xp), Spearmaker's guild (liberi spearmen [spears and large shields, medium spearmen, anti-cav bonus, 0 turns training time]), Master spearmaker (-)
    - Horse farmer (militia swordscavalry, militia spearcavalry [javelin and spear]), Stables (pueri [light scout cavalry, rather cheap, swords and throwing spears], devroet [medium cavalry, spears and javelins, good charge, good morale, ZOR: northern France]), Cavalry stables (early milites [heavy cavalry, spears and swords, large shield, very good morale, elite, low discipline], early comes [heavy cavalry, small unit, spears and swords, armored, very good morale, elite, low discipline]), Elite cavalry stables (late milites [heavy cavalry, spears and swords, large shield, very good morale, elite, low discipline], late comes [heavy cavalry, small unit, spears and swords, armored, very good morale, elite, low discipline], knights templar [france only, 3 turns training, ZOR Jerusalem and France only, unlocked by event "capture Jerusalem + year after 1050"], knights hospitaller [lotharingia and HRE only, 3 turns training, ZOR Jerusalem, France and HRE only, unlocked by event "capture Jerusalem + year after 1050"])
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables), Cavalry academy (+3 to cavalry xp, requires Elite cavalry stables).
    - Weaponsmith (militia axemen), Weaponsmith's workshop (-), Weaponsmith's guild (milites pedites axe [heavy armor, axes, low discipline], milites pedites sword [heavy armor, swords, low discipline]), Master weaponsmith (-)
    - Barracks (requires Weaponsmith's workshop, +1 swordsmen xp), Army barracks (requires Weaponsmith's guild, +2 swordsmen xp), Military academy (requires Master weaponsmith, +3 swordsmen xp)
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, mangonel), Siege engineer's guild (requires city, -)


    NORMANDIE

    When Hrolf the Ganger and his viking forces recieved control over Normandy, their armies quickly incorporated the Frankish technology and tactics, and formed a cavalry force which was, in many ways, even better than their Frankish counterparts. Bringing with them high-quality viking infantry with lack of good support troops, they knew how to take advantage of the skills and fighting traditions of the peoples around them to end up with an army with both flexibility through variety, and professionalism through usage of the best in each field. In the battle of Hastings, for instance, the Normans brought cavalry of frankish style, heavy infantry of viking type, breton-avar influenced light infantry and missile troops of frankish and italian quality.

    CIVIL BUILDINGS
    - Chapel (+10 happiness, requires town), Church (+20 happiness, +1 morale, +5% law, requires large town), Cathedral (+40 happiness, +2 morale, +10% law, enable training of catholic fanatics - clubmen?, requires city)
    - Abbey/Monastery (requires Church, +10% happiness - perhaps replace this building with specific monastery types for different religious orders granting different boni and which can only be built in a certain province/in certain provinces)
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming), Farming technology (+14 farming)
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus), Water pipes (+20% health bonus).
    - Paths, Mud roads, Paved roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade), Master merchant (+80 trade, +10% happiness)
    - Trade port (no ships), Port (lvl 1 ships), Shipyard (lvl 2 ships), Dockyard (lvl 3 ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Academy, University
    - Level 5 walls

    MILITARY BUILDINGS
    - Muster field (javelinmen, coloni [cheap levies, light wooden spears]), Town militia (coloni +1 xp, +5% law), Police force (+10% law)
    - Bowmaker (militia bowmen, liberi bowmen), Bowmaker's workshop (militia archers, liberi archers), Bowmaker's guild (militia archers +1 xp, liberi archers +1 xp), Master bowmaker (crossbowmen)
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp).
    - Spearmaker (spear militia), Spearmaker's workshop (spear militia +1 xp), Spearmaker's guild (liberi spearmen [spears and large shields, medium spearmen, anti-cav bonus, 0 turns training time]), Master spearmaker (-)
    - Horse farmer (militia swordscavalry, militia spearcavalry [javelin and spear]), Stables (pueri [light scout cavalry, rather cheap, swords and throwing spears], devroet [medium cavalry, spears and javelins, good charge, good morale, ZOR: northern France]), Cavalry stables (early milites [heavy cavalry, spears and swords, large shield, very good morale, elite, low discipline], early comes [heavy cavalry, small unit, spears and swords, armored, very good morale, elite, low discipline]), Elite cavalry stables (late milites [heavy cavalry, spears and swords, large shield, very good morale, elite, low discipline], late comes [heavy cavalry, small unit, spears and swords, armored, very good morale, elite, low discipline], norman milites [heavy cavalry, spears and swords, large shield, very good morale, elite, low discipline, ZOR: Northern France])
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables), Cavalry academy (+3 to cavalry xp, requires Elite cavalry stables).
    - Weaponsmith (landsmenn [axe, 0 turns training, more viking-like look, levies]), Weaponsmith's workshop (norman infantry [axe, medium armor, large drop-shield, good morale, fairly professional], breton infantry [light, fast, excellent morale, axe, primary weapon are javelins {very little ammo though}, can skirmish, ZOR: northern france]), Weaponsmith's guild (norman pedites [heavy armor, axes, drop-shield, good morale, low discipline]), Master weaponsmith (-)
    - Barracks (requires Weaponsmith's workshop, +1 swordsmen xp), Army barracks (requires Weaponsmith's guild, +2 swordsmen xp), Military academy (requires Master weaponsmith, +3 swordsmen xp)
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, mangonel), Siege engineer's guild (requires city, -)


    THE PAPACY

    CIVIL BUILDINGS
    - Chapel (+10 happiness, requires town), Church (+20 happiness, +1 morale, +5% law, requires large town), Cathedral (+40 happiness, +2 morale, +10% law, enable training of catholic fanatics - clubmen?, requires city)
    - Abbey/Monastery (requires Church, +10% happiness - perhaps replace this building with specific monastery types for different religious orders granting different boni and which can only be built in a certain province/in certain provinces)
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming), Farming technology (+14 farming)
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus), Water pipes (+20% health bonus)
    - Paths, Mud roads, Paved roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade), Master merchant (+80 trade, +10% happiness)
    - Trade port (no ships), Port (lvl 1 ships), Shipyard (lvl 2 ships), Dockyard (lvl 3 ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Academy, University
    - Level 5 walls

    MILITARY BUILDINGS
    - Muster field (javelinmen, coloni [cheap levies, light wooden spears]), Town militia (urban militia, +5% law), Police force (+10% law)
    - Bowmaker (militia bowmen, bowmen), Bowmaker's workshop (militia archers, archers), Bowmaker's guild (militia archer +1 xp, archers +1 xp, genoese crossbowmen [ZOR: southeast france and northern Italy]), Master bowmaker (crossbowmen, pavise crossbowmen)
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp)
    - Spearmaker (spear militia), Spearmaker's workshop (spear militia +1 xp), Spearmaker's guild (liberi spearmen [spears and large shields, medium spearmen, anti-cav bonus, 0 turns training time]), Master spearmaker (-)
    - Horse farmer (militia swordscavalry, militia spearcavalry [javelin and spear]), Stables (pueri [light scout cavalry, rather cheap, swords and throwing spears], devroet [medium cavalry, spears and javelins, good charge, good morale, ZOR: northern France]), Cavalry stables (early milites [heavy cavalry, spears and swords, large shield, very good morale, elite, low discipline], early comes [heavy cavalry, small unit, spears and swords, armored, very good morale, elite, low discipline]), Elite cavalry stables (late milites [heavy cavalry, spears and swords, large shield, very good morale, elite, low discipline], late comes [heavy cavalry, small unit, spears and swords, armored, very good morale, elite, low discipline])
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables), Cavalry academy (+3 to cavalry xp, requires Elite cavalry stables).
    - Weaponsmith (militia axemen), Weaponsmith's workshop (-), Weaponsmith's guild (milites pedites axe [heavy armor, axes, low discipline], milites pedites sword [heavy armor, swords, low discipline]), Master weaponsmith (-)
    - Barracks (requires Weaponsmith's workshop, +1 swordsmen xp), Army barracks (requires Weaponsmith's guild, +2 swordsmen xp), Military academy (requires Master weaponsmith, +3 swordsmen xp)
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, mangonel), Siege engineer's guild (-)


    KINGDOM OF ASTURIA

    CIVIL BUILDINGS
    - Chapel (+10 happiness, requires town), Church (+20 happiness, +1 morale, +5% law, requires large town), Cathedral (+40 happiness, +2 morale, +10% law, enable training of catholic fanatics - clubmen?, requires city)
    - Abbey/Monastery (requires Church, +10% happiness - perhaps replace this building with specific monastery types for different religious orders granting different boni and which can only be built in a certain province/in certain provinces)
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming), Farming technology (+14 farming)
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus), Water pipes (+20% health bonus)
    - Paths, Mud roads, Paved roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade), Master merchant (+80 trade, +10% happiness)
    - Trade port (no ships), Port (lvl 1 ships), Shipyard (lvl 2 ships), Dockyard (lvl 3 ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Academy, University
    - Level 5 walls

    MILITARY BUILDINGS
    - Muster field (peones [cheap levies, peasants with light wooden spears]), Town militia (+5% law)
    - Bowmaker (peones bowmen), Bowmaker's workshop (archers), Bowmaker's guild (archers +1 xp), Master bowmaker (crossbowmen)
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp)
    - Spearmaker (spear militia), Spearmaker's workshop (spearmen [medium spearmen, anti-cav bonus, 0 turns training time]), Spearmaker's guild (-), Master spearmaker (-)
    - Horse farmer (militia swordscavalry, militia spearcavalry [javelin and spear]), Stables (scout cavalry, spearcavalry), Cavalry stables (caballeros villanos [medium cavalry, swords and javelins, lesser version of hidalgos], caballeros hidalgos [heavy cavalry, spears and swords, armored, very good morale, elite]), Elite cavalry stables (caballeros reales [elite, small unit], knights of santiago [3 turns training, ZOR Jerusalem, unlocked by event "capture Jerusalem + year after 1050"])
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables), Cavalry academy (+3 to cavalry xp, requires Elite cavalry stables).
    - Weaponsmith (peones swordsmen [light infantry]), Weaponsmith's workshop (throwing axemen [light infantry]), Weaponsmith's guild (asturian foot knights [axe, slightly heavier]), Master weaponsmith (-)
    - Barracks (requires Weaponsmith's workshop, +1 swordsmen xp), Army barracks (requires Weaponsmith's guild, +2 swordsmen xp), Military academy (requires Master weaponsmith, +3 swordsmen xp)
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, mangonel), Siege engineer's guild (-)


    KHAZAR KHAGANATE

    During it's peak, the Khazar khaganate could muster one of the best armies in the region, and was by many considered comparable to the Byzantine empire in strength and flexibility. The Khazar army was, like most other steppe armies, centered around horse archers and heavy cavalry, but being a relatively settled steppe people, the khazars also knew how to use infantry to support their cavalry. The khazar army relied on troops both from the khazar people, as well as from tributaries, especially the khwarazmian arsiyah cavalry, but also auxiliaries from alans, volga-bulgars and many others. Artillery was another field in which the khazar armies held much knowledge, and already early in the period the khazars had remarkably an effective artillery, that had for instance proved crucial in battles against the Abbassid khaliphate (The first and second khazar-arab wars).

    CIVIL BUILDINGS
    - Small synagogue (+10 happiness, requires town), Synagogue (+20 happiness, +1 morale, +5% law, requires large town), Large synagogue (+40 happiness, +2 morale, +10% law, requires city)
    - Independent court (+10 happiness)
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming), Farming technology (+14 farming).
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus).
    - Paths, Mud roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade), Master merchant (+80 trade, +10% happiness)
    - Trade port (no ships), Port (lvl 1 ships), Shipyard (lvl 2 ships), Dockyard (lvl 3 ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Academy, University
    - Level 5 walls

    MILITARY BUILDINGS
    - Muster field (town watch), Town militia (urban militia, +5% law), Police force (+10% law)
    - Bowmaker (slavic militia bowmen [no armor, short range]), Bowmaker's workshop (alan militia archers [no armor, ZOR: north and southeast of Caspian sea], khazar archers [light armor, cost more than the alans, longer recruit time]), Bowmaker's guild (khazar archers +1 xp), Master bowmaker (-)
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp)
    - Spearmaker (slavic spearmen [slightly better than the militia spearman unit]), Spearmaker's workshop (arsiyah spearmen [equivalent to normal spearman unit, ZOR: Khazar core provinces]), Spearmaker's guild (khazar guard spearmen [equivalent to armored spearmen, but perhaps with better capabilities vs normal infantry - no phalanx therefore, armored - maybe even chainmail, very expensive]), Master spearmaker (-)
    - Horse farmer (alan auxilia cavalry [high-quality light cavalry, anti-cav bonus, low to medium morale, ZOR: provinces north of Caspian sea]), Stables (khazar auxilia horse archers [light horse archers, low morale, bad meleé], bactrian camels [anti-cavalry bonus, slow, not overly impressive stats, fairly expensive, maybe small unit to limit their effectiveness and desirability, ZOR: provinces north of Caspian sea]), Cavalry stables (khazar horse archers [fairly good also in meleé, good morale], arsiyah cavalry [heavy cavalry, expensive, ZOR: Khazar starting provinces]), Elite cavalry stables (khazar royal cavalry [very expensive, bow and sword])
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables)
    - Weaponsmith (khazar levy footmen [axe?]), Weaponsmith's workshop (khazar auxilia footmen [axe or perhaps sable?], musicians [no fighting ability, unnerve opponents]), Weaponsmith's guild (khazar guard swordsmen [armored, very expensive]), Master weaponsmith (-)
    - Barracks (requires Swordsmaker's workshop, +1 swordsmen xp), Army barracks (requires Swordmaker's guild, +2 swordsmen xp).
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, mangonel), Siege engineer's guild (requires city, heavy mangonel)
    (Khazars will have many good artillery training facilities available from start in their home provinces)


    BULGAR KHANATE

    CIVIL BUILDINGS
    - Chapel (+10 happiness, requires town), Church (+20 happiness, +1 morale, +5% law, requires large town), Cathedral (+40 happiness, +2 morale, +10% law, requires city)
    - MORE HAPPINESS BUILDINGS NEEDED
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming), Farming technology (+14 farming)
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus)
    - Paths, Mud roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade)
    - Trade port (no ships), Port (lvl 1 ships), Shipyard (lvl 2 ships), Dockyard (lvl 3 ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Academy
    - Level 4 walls

    MILITARY BUILDINGS
    - Muster field (slav javelinmen [slightly better than average javelinmen]), Town militia (+5% law)
    - Bowmaker (bowmen), Bowmaker's workshop (bulgar archers [high-quality composite bow archers, wearing a conical hat with fur on it]), Bowmaker's guild (slingers +1 xp, archers +1 xp), Master bowmaker (-)
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp)
    - Spearmaker (slavic spear militia [short spears and javelins, quite fast moving]), Spearmaker's workshop (slavic spearmen [slightly better spears, javelins, quite fast moving]), Spearmaker's guild (imnnik [heavy spearmen, armored, fairly long spear and shield, maybe phalanx]), Master spearmaker (-).
    - Horse farmer (militia swordcavalry, miltia spearcavalry [spear and javelin]), Stables (bulgar horse archers [zera?], druzhina [medium cavalry]), Cavalry stables (bagaturs [heavy lancers with sabers, looking much like katapraktoi but with the horse armor only covering the front/chest of the horse, therefore faster than kataphraktoi], bulgarian boyars [saber and bow, elite unit, very expensive]), Elite cavalry stables (-)
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables), Cavalry academy (+3 to cavalry xp, requires Elite cavalry stables)
    - Weaponsmith (militia axemen), Weaponsmith's workshop (bulgar swordsmen [chigot?, armed with sabers, light to medium troop]), Weaponsmith's guild (-), Master weaponsmith (-)
    - Barracks (requires Weaponsmith's workshop, +1 swordsmen xp), Army barracks (requires Weaponsmith's guild, +2 swordsmen xp)
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, mangonel), Siege engineer's guild (-)


    MAGYARS

    The Magyars at the beginning of this period used an army consisting mostly of horse archers and heavy cavalry in a powerful combination. The settling in the Pannonia area and later conversion to Christianity led to some changes in the composition of the army - germano-frankish heavy cavalry was incorporated and replaced much of the traditional magyar cavalry, and eventually infantry saw more usage. However, infantry was rarely ever used by the magyars; whenever infantry was needed, it was often recruited from the local population. Mostly though, the Christian conversion only changed the appearance of the magyar troops, with the clothing looking more westernized.

    CIVIL BUILDINGS
    - Shrine to Úristen (+5 happiness, +5 law, requires town), Sacred groove of Úristen (+10 happiness, +10 law, requires large town), Sanctuary of Úristen (+20 happiness, +20 law, requires city).
    - Shrine to Boldogasszony (+5 happiness, +5 health, requires town), Sacred groove of Boldogasszony (+10 happiness, +10 health, requires large town), Sanctuary of Boldogasszony (+20 happiness, +20 health, requires city).
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming).
    - Paths, Mud roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade)
    - Trade port, Port, Shipyard
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Level 3 walls

    MILITARY BUILDINGS
    - Muster field (javelinmen, town watch), Town militia (+5% law).
    - Bowmaker (bowmen), Bowmaker's workshop (magyar archers), Bowmaker's guild (magyar archers +1 xp), Master bowmaker (crossbowmen [unlocked by Christian conversion])
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp)
    - Spearmaker (spear militia), Spearmaker's workshop (spearmen), Spearmaker's guild (-), Master spearmaker (-)
    - Horse farmer (kabarok [very light horse archers, bow, fast, good stamina, removed by Christian conversion], besenyok [very light horse archers, bow, fast, good stamina, Christian appearance, unlocked by Christian conversion]), Stables (early vitézek [light horse archers, bow, greater range, sword backup, removed by Christian conversion], late vitézek [unlocked by Christian conversion, same as early vitézek but with more Christian appearance], koplyások [medium cavalry archers, short bow, lance and small round shield, leather armor, removed by Christian conversion], várjobbágyok [medium cavalry archers, short bow, lance and small round shield, leather armor, fairly good in melee, unlocked by Christian conversion]), Cavalry stables (szekely [sword and bow, elite, small unit, ZOR: pannonian region], köplények [heavy cavalry, chainmail, lance and sword, removed by Christian conversion], german knights [heavy cavalry of eastern frankish appearance and stats, unlocked by either conquest of provinces far west or by conversion to Christianity - or perhaps both, ZOR: east frankish provinces or alternatively - require frankish culture building]), Elite cavalry stables (varjág testorök [heavy cavalry, lance, shield, short shafted axe, chainmail, unlocked by Christian conversion])
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables), Cavalry academy (+3 to cavalry xp, requires Elite cavalry stables).
    - Weaponsmith (-), Weaponsmith's workshop (servants [very light troops, sable, shield]), Weaponsmith's guild (-), Master weaponsmith (-)
    - Barracks (requires Weaponsmith's workshop, +1 swordsmen xp), Army barracks (requires Weaponsmith's guild, +2 swordsmen xp)
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, mangonel), Siege engineer's guild (-)


    ROMAIKI AUTOKRATORIA
    Also known as the byzantine empire

    The Romanoi, being the descendants of the roman empire, continued the roman tradition of discipline and high quality army technology - most of which was stolen from the best opponents the roman armies had met in battle. The heavily armed kataphraktoi, in archer versions as well as in melee heavy cavalry versions was the main weapon. Historical data speaks of whole campaigns and even wars being fought by kataphraktoi regiments alone, but of course the kataphraktoi were most effective when supported by infantry and missile troops. The Romanoi army of this period was organized into one tagmata, a central army inserted into major wars in different locations, and a themata system, consisting of local militia units for regular defense against raids and smaller wars. As the opponents of the Romanoi grew stronger, the high-quality tagmata units became more and more important. The destruction of much of the tagmata in the battle of Manzikert in 1067 was a serious blow for the Romanoi, from which they never rose again. The tagmata-themata system was replaced by a system much like the western feudal system, with proniai, or landlords, providing troops for the empire. Throughout the period, mercenaries was a common way of getting hold of specialists impossible to recruit within the empire. The varangian guard was for instance formed by vikings, and was perhaps at the time the best infantry force in the entire world.

    CIVIL BUILDINGS
    - Chapel (+10 happiness, requires town), Church (+20 happiness, +1 morale, +5% law, requires large town), Cathedral (+40 happiness, +2 morale, +10% law, requires city)
    - Race arena (allows races, +5% happiness), Hippodrome (allows races, +10% happiness), The Great Hippodrome (only available in Constantinople, and there it's built from start). Alternatively we add the ability to hold races to the late cavalry buildings.
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming), Farming technology (+14 farming)
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus), Water pipes (+20% health bonus).
    - Paths, Mud roads, Paved roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade), Master merchant (+80 trade, +10% happiness)
    - Trade port (no ships), Port (lvl 1 ships), Shipyard (lvl 2 ships), Dockyard (lvl 3 ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Academy, University
    - Level 5 walls

    MILITARY BUILDINGS
    - Muster field (psiloi javelinmen, town watch), Town militia (urban militia, +5% law), Police force (+10% law)
    - Bowmaker (psiloi slingers), Bowmaker's workshop (psiloi archers), Bowmaker's guild (skutatoi archers [ZOR byzantine core provinces]), Master bowmaker (-).
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp).
    - Weaponsmith (-), Weaponsmith's workshop (-), Weaponsmith's guild (menavlatoi [sword and pilum, ZOR byzantine core provinces]), Master weaponsmith (varangian guard [sword, ZOR byzantine core provinces])
    - Barracks (requires Weaponsmith's workshop, +1 infantry xp), Army barracks (requires Weaponsmith's guild, +2 infantry xp), Military academy (requires Master weaponsmith, +3 infantry xp).
    - Spearmaker (peltastoi [ZOR byzantine core provinces]), Spearmaker's workshop (skutatoi [ZOR byzantine core provinces]), Spearmaker's guild (heavy skutatoi [ZOR byzantine core provinces]), Master spearmaker (-).
    - Horse farmer (trapetzitoi [light cav, lance, sword, ZOR byzantine core provinces]), Stables (sagittoi [light cav, bow, sword, ZOR byzantine core provinces]), Cavalry stables (kataphraktoi [shield, lance, sword, ZOR byzantine core provinces]), Elite cavalry stables (klibanophoroi [ZOR byzantine core provinces, lance - and mace])
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables), Cavalry academy (+3 to cavalry xp, requires Elite cavalry stables)
    - Siege engineer (requires town, toxoballista [same as ballista, ZOR byzantine core provinces]), Siege engineer's workshop (requires large town, manganika [same as onager, ZOR byzantine core provinces]), Siege engineer's guild (requires city, spendones [heavy onager, ZOR byzantine core provinces], greek fire siphon projectors [maybe or maybe not to be included in the mod, ZOR byzantine core provinces])


    KINGDOM OF ENGLISC
    Also known as the Saxons

    The Saxon army was mostly infantry based. During most of the period, the fyrd, a militia mostly armed with spears, was the main weapon. During Alfred the Great, the fyrd went through a temporary reform, and became a professional force, whereas local militia in the form of burwaran took care of garrisoning forts and similar tasks in support of the professional fyrd. After Alfred the Great, the fyrd again degenerated into a simple militia. Influences from the Danish vikings eventually led to the introduction of better axemen into the saxon armies. Cavalry was almost neglected, but the saxons had the knowledge needed for forming a cavalry force, and thegns (knights) saw service, although in limited numbers, during the entire period.

    CIVIL BUILDINGS
    - Chapel (+10 happiness, requires town), Church (+20 happiness, +1 morale, +5% law, requires large town), Cathedral (+40 happiness, +2 morale, +10% law, enable training of catholic fanatics - clubmen?, requires city)
    - Abbey/Monastery (requires Church, +10% happiness - perhaps replace this building with specific monastery types for different religious orders granting different boni and which can only be built in a certain province/in certain provinces)
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming)
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus)
    - Paths, Mud roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade)
    - Trade port (no ships), Port (lvl 1 ships), Shipyard (lvl 2 ships), Dockyard (lvl 3 ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Academy
    - Level 3 walls

    MILITARY BUILDINGS
    - Muster field (javelinmen [cheap unit of low quality]), Town militia (burwaran [short spearmen, no skirmish], coastal burwaran [seamen, slightly different version of burwaran], +5% law)
    - Bowmaker (bowmen), Bowmaker's workshop (archers, slingers), Bowmaker's guild (archers +1 xp, slingers +1 xp), Master bowmaker (crossbowmen [unlocked by rare, secret script, not very likely to appear in campaigns])
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp).
    - Spearmaker (-), Spearmaker's workshop (fyrdmen), Spearmaker's guild (armored fyrdmen), Master spearmaker (lithsmen [very heavy spearmen, unlocked by secret scripting - hint: close contact with viking troops can influence the saxon army in a desirable way]).
    - Horse farmer (militia swordscavalry), Stables (scout cavalry, spearcavalry [spear and javelin]), Cavalry stables (saxon sergeants [spear and javelin], saxon thegns [spear]), Elite cavalry stables (-)
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables)
    - Weaponsmith (-), Weaponsmith's workshop (northumbrian fyrd [axe], mercian fyrd [long knife]), Swordsmaker's guild (saxon huscarles [axe]), Master swordsmaker (butescarles [like huscarles but better, unlocked by secret scripting of same type as for the lithsmen])
    - Barracks (requires Weaponsmith's workshop, +1 swordsmen xp), Army barracks (requires Weaponsmith's guild, +2 swordsmen xp).
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, mangonel), Siege engineer's guild (-)


    KINGDOM OF ALBA
    Also known as the Scots

    The kingdom of Alba of this period used traditional gaelic technology and tactics, influenced somewhat by pictish warfare. This means an army centered around spearmen and axemen, often armed also with throwing spears and javelins, only with limited cavalry and missile support. The Scottish missile troops were slightly better than those of the gaelic armies of Éire, but still is far from comparable to the best missile troops of the period.

    CIVIL BUILDINGS
    - Chapel (+10 happiness, requires town), Church (+20 happiness, +1 morale, +5% law, requires large town), Cathedral (+40 happiness, +2 morale, +10% law, enable training of catholic fanatics - clubmen?, requires city)
    - Abbey/Monastery (requires Church, +10% happiness - perhaps replace this building with specific monastery types for different religious orders granting different boni and which can only be built in a certain province/in certain provinces)
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming)
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus).
    - Paths, Mud roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade)
    - Trade port (no ships), Port (lvl 1 ships), Shipyard (lvl 2 ships), Dockyard (lvl 3 ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Level 3 walls

    MILITARY BUILDINGS
    - Muster field (kernbannal [mean "levy troop", unarmored, club or spear, darts, are skirmishers]), Town militia (+5% law)
    - Bowmaker (soikernbannal [levy, stats like bowmen, can hide in long grass]), Bowmaker's workshop (regyddite bognaghta [armed with bows, unlocked by script "control southwest Scotland area"]), Bowmaker's guild (-), Master bowmaker (criosionaghta [crossbowmen, leather armor, iron helmet, cudgel/mace backup])
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp)
    - Spearmaker (pictish gaenaghta [light pict spearmen, javelins, small round shield]), Spearmaker's workshop (sleanaghta [spear, heavy throwing spears, large round shield, leather helmet, leather vest/coat]), Spearmaker's guild (gaemornaghta [long two-handed spear, phalanx, leather helmet, leather coat]), Master spearmaker (-)
    - Horse farmer (guirran [light cavalry, overhand spear, large round shield, javelins, leather helmet, leather coat]), Stables (-), Cavalry stables (amguirran ridire [heavy cavalry, axes/swords, lance, large-ring chain armor, large round shield, iron conical helmet without nose guard, very expensive]), Elite cavalry stables (-)
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables)
    - Weaponsmith (pictish taghnaghta [light pict axemen, small round shield - smaller than Gaelic targe]), Weaponsmith's workshop (tuanaghta [axe, heavy throwing spears, large round shield, leather helmet, leather coat], ridire [heavy infantry, axes, large-ring chain armor, large round shield, iron conical helmet, throwing spears]), Weaponsmith's guild (claiomhnaghta [mid-length swordsmen, javelins, large round shield, leather helmet, leather coat], arras [foot nobles, longswords, chain armor, large round shield, iron conical helmet, javelins, expensive]), Master weaponsmith (gaelo-british arras [two-handed axe, no shield, otherwise much like arras])
    - Barracks (requires Swordsmaker's workshop, +1 swordsmen xp), Army barracks (requires Swordmaker's guild, +2 swordsmen xp).
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, mangonel), Siege engineer's guild (-)


    ÉIRE

    The Irish armies were, just like the Scottish, based on gaelic tradition in this period, and fought with spears and javelin skirmishers with limited cavalry and missile support. The viking influences which begun in this mod's period later led to the incorporating of viking fighting style and equipment in the form of the bonnachta, but that development took place after this mod's ending date, and the Irish army is therefore mostly of gaelic type.

    CIVIL BUILDINGS
    - Chapel (+10 happiness, requires town), Church (+20 happiness, +1 morale, +5% law, requires large town), Cathedral (+40 happiness, +2 morale, +10% law, enable training of rastriagha [catholic fanatics, armed with hammer - axe/cudgel also possible, round shield, probably wearing a crucifix, no armor, well trained], requires city)
    - Abbey/Monastery (requires Church, +10% happiness - perhaps replace this building with specific monastery types for different religious orders granting different boni and which can only be built in a certain province/in certain provinces)
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming)
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus).
    - Paths, Mud roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade)
    - Trade port (no ships), Port (lvl 1 ships), Shipyard (lvl 2 ships), Dockyard (lvl 3 ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Level 3 walls

    MILITARY BUILDINGS
    - Muster field (kernbannal [mean "levy troop", unarmored, club or spear, darts, are skirmishers]), Town militia (+5% law)
    - Bowmaker (soikernbannal [levy, stats like bowmen, can hide in long grass]), Bowmaker's workshop (maiobhanaghta [slingers, small round shield, knife backup, better than the Irish archers]), Bowmaker's guild (-), Master bowmaker (-)
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp)
    - Spearmaker (-), Spearmaker's workshop (sleanaghta [spear, heavy throwing spears, large round shield, leather helmet, padded coat]), Spearmaker's guild (gaemornaghta [long two-handed spear, phalanx, leather helmet, padded coat]), Master spearmaker (-)
    - Horse farmer (guirran [light cavalry, overhand spear, large round shield, javelins, leather helmet, padded coat]), Stables (-), Cavalry stables (amguirran ridire [heavy cavalry, axes/swords, lance, large-ring chain armor, large round shield, iron conical helmet without nose guard, very expensive]), Elite cavalry stables (-)
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables)
    - Weaponsmith (-), Weaponsmith's workshop (tuanaghta [axe, heavy throwing spears, large round shield, leather helmet, leather coat], ridire [heavy infantry, axes, large-ring chain armor, large round shield, iron conical helmet, throwing spears], caeisornaghta [macemen, round-headed mace - not flanged, like medieval period mace, round shield, throwing spears, leather helmet, padded armor]), Weaponsmith's guild (claiomhnaghta [mid-length swordsmen, javelins, large round shield, leather helmet, leather coat], arras [foot nobles, longswords, chain armor, large round shield, iron conical helmet, javelins, expensive], inishnaghta [heavy cloaks, no armor, large round shield, bipenne axe - two blades, heavy throwing spears, leather helmet, painted skin, ZOR Ireland]), Master weaponsmith (-)
    - Barracks (requires Swordsmaker's workshop, +1 swordsmen xp), Army barracks (requires Swordmaker's guild, +2 swordsmen xp)
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, mangonel), Siege engineer's guild (-)


    GWYNEDD
    Also known as the Welsh

    The Welsh army was based on celtic traditions, but the isolation from other celts after the anglo-saxon conquest of most of Southern Britain led to some unique innovations and led the Welsh army to develop differently from, for instance, the Breton and Pictish armies. The Welsh main weapon soon became the fearsome longbow, which proved effective even in as limited numbers as the Welsh could muster. Later, when deployed en masse by the norman dynasties of England, it decided the outcome of major battles such as Crezy, Poitiers and Agincourt several centuries after this time period! The Welsh armies mostly used spear-armed skirmishers in support of their longbows, and also had quite formidable cavalry, although the cavalry were few in numbers. Mobility of skirmishers, and clever ambushes, are tactics the Welsh commander will have to use. It's also crucial to use the own cavalry and, again ambushes and longbows, to counter enemy cavalry and allow the skirmishers to carry out their lethal work undisturbed... In fighting the saxons, the Welsh found a crucial anti-cavalry weapon in their javelin-armed light cavalry. The personal bodyguard units of kings and princes, the teulu, was also a powerful weapon, which in the earlier parts of the period used spears, and later introduced lance and heavier armor.

    CIVIL BUILDINGS
    - Chapel (+10 happiness, requires town), Church (+20 happiness, +1 morale, +5% law, requires large town), Cathedral (+40 happiness, +2 morale, +10% law, enable training of catholic fanatics - clubmen?, requires city)
    - Abbey/Monastery (requires Church, +10% happiness - perhaps replace this building with specific monastery types for different religious orders granting different boni and which can only be built in a certain province/in certain provinces)
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming)
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus).
    - Paths, Mud roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade)
    - Trade port (no ships), Port (lvl 1 ships), Shipyard (lvl 2 ships), Dockyard (lvl 3 ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Level 3 walls

    MILITARY BUILDINGS
    - Muster field (town watch), Town militia (+5% law)
    - Bowmaker (cymri dynne [short bows of very good quality]), Bowmaker's workshop (cymri dynne +1 xp), Bowmaker's guild (cymri dynneabhr [longbows, long range, armor-piercing, fast]), Master bowmaker (cymri dynneabhr +1 xp)
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp)
    - Spearmaker (welsh skirmishers [low defense, low attack, good charge, short spears, javelins, not that much anti-cav bonus]), Spearmaker's workshop (spearmen [the usual ones with their good anti-cav bonus], welsh warband [medium defense, medium attack, good charge, longer spears, javelins/darts, not that much anti-cav bonus]), Spearmaker's guild (-), Master spearmaker (-)
    - Horse farmer (militia swordscavalry, militia spearcavalry [javelin and spear]), Stables (scout cavalry, spearcavalry [spear and javelin]), Cavalry stables (dumnonian cavalry [good medium/heavy cavalry however no match for the best feudal or frankish knights, better than saxon sergeants in meleé but less impressive than the best saxon knights, ZOR west wealas], early teulu [spear and javelins, chainmail, helmet, shield, almost equivalent to frankish knights but the small unit makes them weaker in total, expensive]), Elite cavalry stables (teulu [lance, chainmail, helmet, shield, almost equivalent to feudal knights but the small unit makes them weaker in total, expensive])
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables).
    - Weaponsmith (militia axemen), Weaponsmith's workshop (welsh axemen [axe and javelin, medium shield, good attack, can hide in long grass]), Weaponsmith's guild (welsh bandits [axe or sword and bow, medium shield, can hide in long grass]), Master weaponsmith (-)
    - Barracks (requires Swordsmaker's workshop, +1 swordsmen xp), Army barracks (requires Swordmaker's guild, +2 swordsmen xp)
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, mangonel), Siege engineer's guild (-)


    NORWAY, DENMARK, SWEDEN

    The viking factions used armies consisting mostly of infantry of very high quality throughout the period. The lack of good cavalry became critical at the end of the period, but the fact that their armies could do so well even without a powerful cavalry says a lot about the quality of their infantry - and ships, which gave them a high mobility and allowed them to carry out fast raids and assemble local superiority in numbers when needed. The only viking nation that could train a decent cavalry force at the end of the period was Denmark, influenced somewhat by the frankish cavalry of the Holy roman empire.

    CIVIL BUILDINGS
    - Shrine to Odin/Thor/Freya (+10 happiness, requires town, odin:+1 xp, thor: +1 weapons, freya: +1 population growth), Sacred groove of Odin/Thor/Freya (+20 happiness, requires large town, odin:+2 xp, enable training of viking berserkers, thor: +1 weapons +1 armor, freya +2 population growth +5% law), Sanctuary of Odin/Thor/Freya (+30 happiness, requires city, odin +3 xp +5% law, thor: +2 weapons +1 armor, freya: +3 population growth, +10% law).
    - Tavern (+5% happiness, allows thing to be held), Mead hall (+10% happiness).
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming)
    - Proper sewage (+10% health bonus).
    - Paths, Mud roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade)
    - Trade port (+trade bonus, lvl 1 ships), Port (+trade bonus, lvl 2 ships), Shipyard (+trade bonus, lvl 3 ships), Dockyard (+trade bonus, maybe lvl 4 ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Level 3 walls

    MILITARY BUILDINGS
    - Muster field (javelinmen, bondi)
    - Bowmaker (bowmen), Bowmaker's workshop (viking archers), Bowmaker's guild (viking archers +1 xp, birkebeiner archers [zone of recruit Norway and western part of Sweden]), Master bowmaker (crossbowmen)
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp).
    - Spearmaker (spear militia), Spearmaker's workshop (viking spearmen), Spearmaker's guild (geirrmen), Master spearmaker (-)
    - Horse farmer (militia swordscavalry), Stables (viking raider cavalry), Cavalry stables (-), Elite cavalry stables (danish knights [danes only])
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables)
    - Weaponsmith (landsmenn [axe, 0 turns training]), Weaponsmith's workshop (karls [axe, 0 or 1 turns training], gestr [axe, more expensive]), Weaponsmith's guild (viking huskarls [axe, more expensive than karls], birkebeiners [sword and bow, small unit, expensive, 2 or 3 turns training, ZOR scandinavia], jarl's hird [expensive]), Master weaponsmith (karls +1 xp, joms vikings [small unit, expensive, zone of recruit northern Poland, rare and hard to get, perhaps only unlocked through scripting], royal hird [sword, small unit, very expensive])
    - Barracks (requires Swordsmaker's workshop, +1 swordsmen xp), Army barracks (requires Swordmaker's guild, +2 swordsmen xp)
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, mangonel), Siege engineer's guild (-)


    RUS
    Also known as the people of Novgorod, and later known as the Kievan Rus

    The early Rus army consisted of a mixture of viking and slavic warfare traditions. The expansions further south led to the incorporating of typical steppe tactics and equipment, and resulted in a formidable army comparable in strength and skills to both the Khazars and Byzantines. The Khazar khaganate was, for example, destroyed partly due to the expansion of the Kievan Rus, and the flexible Rus army helped the Rus to establish one of the strongest empires of the early middle ages, and it took internal rivalry in combination with the mongol expansion under generals like Subotai to push the Rus back north. The Rus expansion can however not only be attributed to the army, but also to the economical situation of the Kievan Rus empire, which allowed them to keep a large army running.

    CIVIL BUILDINGS
    - Chapel (+10 happiness, requires town), Church (+20 happiness, +1 morale, +5% law, requires large town), Cathedral (+40 happiness, +2 morale, +10% law, requires city)
    - MORE HAPPINESS BUILDINGS NEEDED
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming)
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus)
    - Paths, Mud roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade), Master merchant (+80 trade, +10% happiness)
    - Trade port (no ships), Port (lvl 1 ships), Shipyard (lvl 2 ships), Dockyard (lvl 3 ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Academy
    - Level 4 walls

    MILITARY BUILDINGS
    - Muster field (slav javelinmen [slightly better than average javelinmen]), Town militia (+5% law)
    - Bowmaker (militia bowmen), Bowmaker's workshop (archers), Bowmaker's guild (archers +1 xp), Master bowmaker (crossbowmen)
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp)
    - Spearmaker (slavic spear militia [short spears and javelins, quite fast moving]), Spearmaker's workshop (slavic spearmen [slightly better spears, javelins, quite fast moving]), Spearmaker's guild (varangian spearmen), Master spearmaker (-)
    - Horse farmer (militia swordscavalry), Stables (horse archers [light horse archers, bad in meleé, low morale, unlocked by script: conquer territories further south], steppe cavalry [spear, anti-cavalry bonus, very fast, unlocked by script: conquer territories further south]), Cavalry stables (rus druzhina [lance and axe, bonus vs armored troops, quite heavy cavalry]), Elite cavalry stables (rus boyars [heavy cavalry, good in meleé vs both infantry and cavalry but slightly weaker than the heaviest western knights etc. because they have slightly lighter armor and no lance, bow and sword])
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables), Cavalry academy (+3 to cavalry xp, requires Elite cavalry stables)
    - Weaponsmith (militia axemen), Weaponsmith's workshop (varangian axemen [round shield, typical viking infantry]), Weaponsmith's guild (varangian heavy axemen [stats-wise like viking heavy infantry]), Master weaponsmith (-)
    - Barracks (requires Swordsmaker's workshop, +1 swordsmen xp), Army barracks (requires Swordmaker's guild, +2 swordsmen xp), Military academy (requires Master swordsmaker, +3 swordsmen xp)
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, mangonel), Siege engineer's guild (-)


    ABBASSID KHALIPHATE (still under construction)
    Also known as the Baghdad khaliphate

    CIVIL BUILDINGS
    - Minarete (+10 happiness, requires town), Mosque (+20 happiness, +1 morale, +5% law, requires large town), Large mosque (+40 happiness, +2 morale, +10% law, requires city)
    - MORE HAPPINESS BUILDINGS NEEDED!
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming), Farming technology (+14 farming), Feudal farming (+farming)
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus), Water pipes (+20% health bonus)
    - Paths, Mud roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade), Master merchant (+80 trade, +10% happiness)
    - Trade port (no ships), Port (lvl 1 ships), Shipyard (lvl 2 ships), Dockyard (lvl 3 ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Academy, University, Great university
    - Level 5 walls

    MILITARY BUILDINGS
    - Muster field (javelinmen, town watch, peasants), Town militia (urban militia, +5% law), Police force (urban guard, +10% law)
    - Bowmaker (militia bowmen, desert bowmen), Bowmaker's workshop (militia archers, desert archers), Bowmaker's guild (militia archer +1 xp, desert archers +1 xp), Master bowmaker (crossbowmen, napta throwers [maybe not included if it's impossible to fix napta, small unit, expensive])
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp)
    - Spearmaker (spear militia), Spearmaker's workshop (desert spearmen, nubian spearmen [good morale, relatively cheap, ZOR nubia and egyptian provinces]), Spearmaker's guild (desert spearmen +1 xp), Master spearmaker (saracen infantry)
    - Horse farmer (militia swordscavalry, militia spearcavalry), Stables (saharan cavalry [militia light cavalry, ZOR north africa], mamluk light cavalry [professional light cavalry], bedouin camel warriors [scare horses, poor morale, very much combat bonus in deserts, ZOR north africa, sinai, arabia and syria]), Cavalry stables (ghulam cavalry [medium cavalry - faster but weaker than most other heavy cavs, but desert combat bonus can nearly make up for that in deserts]), Elite cavalry stables (khwarazmian cavalry [heavy cavalry])
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables), Cavalry academy (+3 to cavalry xp, requires Elite cavalry stables)
    - Weaponsmith (arab militia swordsmen [sable]), Weaponsmith's workshop (arab militia axemen, arab swordsmen), Weaponsmith's guild (arab axemen), Master weaponsmith (-)
    - Barracks (requires Weaponsmith's workshop, +1 swordsmen xp), Army barracks (requires Weaponsmith's guild, +2 swordsmen xp), Military academy (requires Master weaponsmith, +3 swordsmen xp)
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, mangonel), Siege engineer's guild (requires city, heavy mangonel)


    AL ANDALUS

    CIVIL BUILDINGS
    - Minarete (+10 happiness, requires town), Mosque (+20 happiness, +1 morale, +5% law, requires large town), Large mosque (+40 happiness, +2 morale, +10% law, requires city, al-murabitin [small unit, fanatics, black top coats, black cloaks, black veils, sword])
    - MORE HAPPINESS BUILDINGS NEEDED!
    - Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming), Farming technology (+14 farming), Feudal farming (+farming)
    - Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus), Water pipes (+20% health bonus)
    - Paths, Mud roads
    - Trader (+20% trade), Market (+40% trade), Merchant (+60% trade), Master merchant (+80 trade, +10% happiness)
    - Trade port (no ships), Port (lvl 1 ships), Shipyard (lvl 2 ships), Dockyard (lvl 3 ships)
    - Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
    - Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
    - Academy, University, Great university
    - Level 5 walls

    MILITARY BUILDINGS
    - Muster field (hashid javelinmen, town watch), Town militia (urban militia, +5% law), Police force (+10% law)
    - Bowmaker (hashid archers [levies, single-colored shield in bright color, topcoat, tunic and trousers in paster scarlet, red, blue, yellow, white, white turban], hashid slingers [levies, single-colored shield in bright color, topcoat, tunic and trousers in paster scarlet, red, blue, yellow, white, white turban]), Bowmaker's workshop (jund archers, jund slingers, abid archers [senegalese slaves, possible ZOR: southwest parts of North Africa]), Bowmaker's guild (-), Master bowmaker (crossbowmen)
    - Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp)
    - Spearmaker (hashid spearmen [light levies, single-colored shield in bright color, topcoat, tunic and trousers in paster scarlet, red, blue, yellow, white, white turban]), Spearmaker's workshop (jund spearmen [medium spearmen], abid spearmen [senegalese slaves, cheap recruitment cost, long leather shields, bamboo spears, white tunics with waist band, no turban, maybe ZOR: southwest parts of North Africa]), Spearmaker's guild (-), Master spearmaker (-)
    - Horse farmer (hashid cavalry [militia cavalry, spears]), Stables (jund light cavalry [professional light cavalry], berber camel militia [militia, anti-cav bonus, slow, sword], berber camel archers [semi-professional, anti-cav bonus, weak melee, slow, sword and bow]), Cavalry stables (berber horse archers [light horse archers, fast], hashid cavalry [levies, single-colored shield in bright color, topcoat, tunic and trousers in paster scarlet, red, blue, yellow, white, white turban, stats like ghulams, heavy cavalry]), Elite cavalry stables (-)
    - Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables), Cavalry academy (+3 to cavalry xp, requires Elite cavalry stables).
    - Weaponsmith (arab infantry [light militia axemen]), Weaponsmith's workshop (-), Weaponsmith's guild (-), Master weaponsmith (-)
    - Barracks (requires Weaponsmith's workshop, +1 swordsmen xp), Army barracks (requires Weaponsmith's guild, +2 swordsmen xp), Military academy (requires Master weaponsmith, +3 swordsmen xp)
    - Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, mangonel), Siege engineer's guild (requires city, heavy mangonel)


    MERCENARIES

    BRITISH ISLES AREA
    - Ostmen [medium to heavy axemen, slightly below level 3 troops, fairly expensive, dressed like Gaels, norse round shield, viking sword or axe, leather armor, round metal helmet, HIRING ZONE: eastern Ireland and all of Scotland, slow replenish]
    - Curuarcibuanna [means "Red Dog mercenaries", assassins and medium equipment shock troops, heavy shield, sword, throwing spears, can hide in tall grass, same model as Caliomnaghta, expensive, weaker in meleé than the Ostmen and huscarles but throwing spears strengthens them in the combat compared to ostmen, slightly smaller unit than average line troops, HIRING ZONE: all of Britain, slow replenish]
    - Gael gaedhilbuanna [gaelic-norse light raider infantry, good attack but low defense - especially vs cavalry, medium cost, HIRING ZONE: eastern Ireland and southwest Scotland - perhaps some more. Not existing from start, medium replenish speed)
    - Cymri Dynne [welsh shortbowmen, medium cost, HIRING ZONE: wales, scotland, east ireland, saxon provinces, medium replenish]
    - Cymri Dynneabhr [welsh longbowmen, expensive, HIRING ZONE: Welsh provinces with medium replenish, near wales with slow replenish]

    BOTH IN SCANDINAVIA AND BRITISH ISLES AREA
    - Viking huscarles mercenaries [heavy axemen, level 3 equivalent, very expensive, large dropshape shield, axe, chain mail, HIRING ZONE: eastern and southern Britain with slow to medium replenish, none available from start, Scandinavia around Vaestfold, Waestrogothia and Svithjod from start with slow to medium replenish, one pool for all Danish provinces with slow to medium replenish]

    RIVIERA AREA
    - Genoese crossbowmen mercenaries [HIRING ZONE: northern Italy with medium replenish, French riviera area with slow to medium replenish]

    MIDDLE EAST AND NORTH AFRICA AREA
    - Bedoiun camel mercenaries [HIRING ZONE: northeast Africa, Arabia, Syria and Middle east coast provinces]
    - Abyssinian guard [very good fierce shock troop axemen however with low defense and no armor, fairly expensive, HIRING ZONE: egyptian provinces with medium replenish]
    - Desert spearmen [a basic spear-armed infantry for desert fighting, available in most provinces, fairly cheap, HIRING ZONE: all of north africa, egypt, arabia, syria and coast with medium to fast replenish]

    ASIA MINOR AND ARMENIA AREA
    - Turkish horse archers [light horse archers, HIRING ZONE: eastern Asia Minor area]
    - Turkish infantry [spear-armed infantry, HIRING ZONE: eastern Asia minor area and down south in Middle east area]

    MIDDLE EUROPE
    - stipendarii [medium to heavy cavalry, comparable to level 3 cavalry, but with lower morale, quite expensive, spears and swords, ZOR: France, western half of HRE and northern, mostly the Christian parts of, Spain]
    - stipendarii pedites [medium to heavy footmen, spears and swords, ZOR: France, western half of HRE and northern, mostly the Christian parts of, Spain]
    - flemish spearmen [medium spearmen, large shields, very good anti-cav bonus, good morale, good defense, ZOR: Flanders]
    - germanic spearmen [the standard spearmen but with higher hiring cost, HIRING ZONE: most of middle Europe divided in many pools with medium to fast replenish]
    - Mercenary ballista crew - (HIRING ZONE: France, HRE, Lotharingia, rest of Italy and Greece)
    - Mercenary mangonel crew - (HIRING ZONE: France, HRE, Lotharingia, rest of Italy and Greece)

    EAST EUROPE
    - Varangian mercenaries [HIRING ZONE: Kiev, Smolensk etc. with slow replenish, Constantinople with faster replenish]
    - Steppe cavalry - [levy light cavalry, anti-cavalry bonus, HIRING ZONE: most of steppes area with medium replenish, faster replenish around Kiev and just west of it]
    Last edited by Rodion Romanovich; 09-28-2005 at 18:02.
    Under construction...

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  2. #2

    Default Re: Tech trees

    I like your ideas for the Welsh tech tree. Just a few things to maybe think about.

    Dont produce celtic troops like in MTW as they were a bit more advanced than running round naked as if they hadnt progressed since Rome invaded 800 years before. Crude leather amour for the basic sword and axemen and maybe chainmail for the more advanced troops. The Welsh werent really technologically advanced enough to make large amounts of plate armour and the style of warfare that was implimented didnt suit heavy knights.

    As for the city walls i think that they should be able to build castles that match those of the Normans. Although most of the castles left standing in Wales are of English origin, you only need to look at some of the castles built by Rhodri Mawr to see that Welsh Castle design was as good as their neighbours.

    Last thing, what about an elite Welsh unit like the 'Welsh bandits' in MTW. In Welsh warfare most of the troops on the battlefield used the bow before a mad rush from all sides due to their ability to ambush, can this be represented somehow??? As for those elite troops, perhaps a mastery of the longbow, ability to hide anywhere, and very high melee skills using a sword? and also maybe an elite longbow units that can hide anywhere aswell.

  3. #3
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Tech trees

    As you can see we've only discussed the Byzantine tech tree in detail so far. We'll have a look at the Welsh, which is still only in it's first temporary state, later. I'm not sure I agree to the walls - the walls are city walls, not standalone forts. Therefore the walls are mostly intended to reflect how well fortified their actual cities were, perhaps sligthly affected by how advanced their standalone forts were.

    The celtic units are just placeholders for now, and will probably changed to something more appropriate.
    Under construction...

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  4. #4
    Forever British Member King Ragnar's Avatar
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    Default Re: Tech trees

    Quote Originally Posted by oj121
    Last thing, what about an elite Welsh unit like the 'Welsh bandits' in MTW. In Welsh warfare most of the troops on the battlefield used the bow before a mad rush from all sides due to their ability to ambush, can this be represented somehow??? As for those elite troops, perhaps a mastery of the longbow, ability to hide anywhere, and very high melee skills using a sword? and also maybe an elite longbow units that can hide anywhere aswell.
    The welsh should definately rule the battle field when it comes to archery, all of there units should be able to hide in long grass.
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  5. #5
    Dungalloigh Brehonda Member Ranika's Avatar
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    Default Re: Tech trees

    The Irish shouldn't have gallowglass, they didn't exist until the high middle ages. Nor should they have 'dartmen', which would just be about any Gaelic unit anyway. Near all Gaelic soldiers carried darts or a heavy throwing spear. Having 'dartmen' is redundant. The Scots also have no concept of a difference between 'highalnders' and 'lowlanders' yet; that came about from Norman influences later on. Really, Scots and Irish in the period you've selected would share most of the same units, except maybe a Pict unit of some kind. Niether would have very advanced archers, the Irish particularly. They used militia levies of archers, but rarely anything more, except mercenaries from Wales. Scots were fond of crossbows though, when they came about. The Welsh shouldn't share units with either of them, and the Scots and Irish should both have pretty much the same units, except as otherwise stated. Both would have pikemen, they used clubs often (probably some type of militia or light infantry), both were fond of spears, and of mid-length swords, as well as axes, throwing spears (heavier and larger than javelins), etc. The only appropriate 'highlander' would be a type of Pict warband probably, since the only remaining cultural Picts would be from the more isolated northern hilly regions toward the end of the period (and eventually even they'd be assimilated). Additionally, Scots and Irish also had 'wood' roads, which were more permanent highways, as well as the occassional 'raised' road (like the Kilburn road or the Oahgan nGall path), though mud paths may fit that role, but it sounds rather crude.
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  6. #6
    Member Member Wikingus's Avatar
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    Default Re: Tech trees

    Regarding units: are you/we going for a completely realistic approach, or are some more "doubtful" units to be included also (for example, Jomsvikings, etc. - I didn't mean stupidity like Head Hurlers haha)?

  7. #7
    Arbeit macht fleisch Member ScionTheWorm's Avatar
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    Default Re: Tech trees

    I guess you thought Jomsvikings were going to be included because of a former post of mine, but actually I think a realistic approach is best. Just my opinion.

  8. #8
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Tech trees

    Quote Originally Posted by Wikingus
    Regarding units: are you/we going for a completely realistic approach, or are some more "doubtful" units to be included also (for example, Jomsvikings, etc. - I didn't mean stupidity like Head Hurlers haha)?
    Doubtful units, if included, will be far up in the tech tree, hard to get and appear few in numbers on the battlefields. I don't know how unrealistic the joms vikings are, it was just a suggestion. If they're too unrealistic they'll probably be removed.
    Under construction...

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  9. #9
    Member Member Wikingus's Avatar
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    Default Re: Tech trees

    The Jomsvikings were a special "breed" of Vikings, even more secluded than berserkers, but unlike berserkers they were not common with most Viking armies, but rather lived and trained in present day Poland (at Wollin) in a special settlement where no women were allowed, as they did nothing but train in swordfighting all the time. Their existance can't be verified though, since the only sour1ce is the Saga of the Jomsvikings. They were essentially mercenaries hired by kings to fight for them.



    I hope I am of some help, even though I know that single units are really not a priority right now.



    Some info on the equipment used by them:

    As the Jomsviking were supposedly the greatest of all warriors and employed by kings and princes, they could probably afford the best armour. In the 10th century this would have been a mail corselet (called brynja or hringserkr, meaning ‘ring shirt’.) At this period in history the mail shirt would probably have been short-sleeved and waist length or reaching to just above the knees. The Jomsvikings would probably have worn this kind of mail shirt rather than the much longer versions as shown in the Bayeux Tapestry. Helmets would have been the typical versions of the day found in Scandinavia, varying from the usual conical helmets with nasal bar and the ones with eye guards. Some individuals might have spared the expense (or stolen from the battlefield) of having decorated eyebrow ridges inlaid with copper and silver. Jomsvikings would probably have used a combination of swords and axes (perhaps the larger broad-axes). Swords were revered weapons and most of the best ones came from Frankish lands. Javelins might also have been used as being able to throw strongly and accurately was seen as a good mark of a warrior.

  10. #10
    Arbeit macht fleisch Member ScionTheWorm's Avatar
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    Default Re: Tech trees

    I counted 33 units for Saxony I think... there's 20 factions, and maximum 300 units, so a lot of the units have to be shared between factions, both skins and stats. Or skins I believe, correct me if I'm wrong. An average of 14-15 unique units per faction. Which will be shared?

    SAXONY

    Misc.
    - catholic fanatics - javelinmen - town watch - peasants - urban militia - urban guard

    Archers
    - militia bowmen - bowmen - militia archers - archers - crossbowmen - pavise crossbowmen

    Spear
    - spear militia - fyrdmen - armored fyrdmen - feudal foot sergeants - halberdiers - militia swordscavalry - militia spearcavalry

    Cavalry
    - scout cavalry - spearcavalry - saxon sergeants - saxon knights - feudal sergeants - feudal knights - royal knights

    Sword/axe
    - militia swordsmen - saxon huscarl swordsmen - saxon huscarl axemen - feudal foot knights

    Siege
    - ballista - catapult - trebuchet

    Btw are there anybody that finds concept art and descriptions to units on the team?

  11. #11
    Forever British Member King Ragnar's Avatar
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    Default Re: Tech trees

    Quote Originally Posted by ScionTheWorm
    Btw are there anybody that finds concept art and descriptions to units on the team?
    I will try at this, by descriptions to units do you mean a description of what they will look like or the description that will appear in the game on the unit card?
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  12. #12
    Arbeit macht fleisch Member ScionTheWorm's Avatar
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    Default Re: Tech trees

    Quote Originally Posted by King Ragnar
    I will try at this, by descriptions to units do you mean a description of what they will look like or the description that will appear in the game on the unit card?
    Both are needed, but I skin the Saxons right now, so I would like to know what they looked like. Images (paintings, wargame-figures, reconstructions etc.), descriptions, or make something reasonable up if there's no detailed descriptions on it. I think that's one for the units-thread though. I really would like something about Saxon spear militia, feudal foot sergeants, halberdiers, militia swordscavalry, militia spearcavalry, feudal foot knights etc.
    Huscarls and Fyrdmen I found myself.

    Just some collection of concept art would be great. Makes developing units much more efficient.

  13. #13
    Forever British Member King Ragnar's Avatar
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    Default Re: Tech trees

    Have you modeled and skinned the Huscarls yet? im dying to sse them
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  14. #14
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Tech trees

    Quote Originally Posted by ScionTheWorm
    Both are needed, but I skin the Saxons right now, so I would like to know what they looked like. Images (paintings, wargame-figures, reconstructions etc.), descriptions, or make something reasonable up if there's no detailed descriptions on it. I think that's one for the units-thread though. I really would like something about Saxon spear militia, feudal foot sergeants, halberdiers, militia swordscavalry, militia spearcavalry, feudal foot knights etc.
    Huscarls and Fyrdmen I found myself.

    Just some collection of concept art would be great. Makes developing units much more efficient.
    I recommend skipping the halberdiers for now. I'm not sure they'll be in the mod. See the first post in the units thread for units that are already completely decided will be in the mod. At this time there are mostly byzantine units but saxons and others will come.
    Under construction...

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  15. #15
    Arbeit macht fleisch Member ScionTheWorm's Avatar
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    Default Re: Tech trees

    Quote Originally Posted by King Ragnar
    Have you modeled and skinned the Huscarls yet? im dying to sse them
    No but that's next. A little tired of it now, will do it later today. Huscarls will be some complicated modelling but very simple skinning. See the units thread

  16. #16
    dictator by the people Member caesar44's Avatar
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    Smile Re: Tech trees

    waow !!! what a fine job !!!
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  17. #17
    Arbeit macht fleisch Member ScionTheWorm's Avatar
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    Default Re: Tech trees

    LegioXXXUlpiaVictrix: can we please discuss the Saxon units?
    - Which units will for sure be included?
    - What units will be unique for Saxons?

  18. #18
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Tech trees

    Our researcher hasn't been here in a while. We were supposed to come to the saxons soon, but then I'll have to make these decisions myself.

    UNIQUE UNITS FOR SAXONS THAT'LL BE IN THE MOD FOR SURE:
    fyrdmen
    armored fyrdmen
    saxon huscarle axemen
    saxon knights
    saxon sergeants

    STANDARD UNITS THAT BOTH SAXONS AND OTHERS WILL USE AND THAT'LL BE IN THE MOD FOR SURE:
    javelinmen
    peasants
    town watch
    urban militia
    urban guard
    bowmen
    archers
    crossbowmen
    pavise crossbowmen
    feudal foot sergeants
    feudal foot knights
    ballista
    catapult
    trebuchet
    scout cavalry (fast cavalry with bad combat stats)
    feudal sergeants
    feudal knights
    royal knights

    So you've already skinned all saxon unique units except the saxon sergeants, a medium cavalry which will be weaker than the saxon knights. I don't know yet how much armor they should have but I guess they won't have that much.
    Under construction...

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  19. #19

    Default Re: Tech trees

    Legio, could we drop the Peasant unit... I think they should be represented by the lowest class of spearmen. Atleast for the Saxons, the fyrd besides beeing garison in forts, they allso took care of public law and order.

    The only place i can find it reasonable with the peasant unit, is for rebels. But they wold probably chop down a tree, and make it pointy in the end if they were going to war.

    From what i have read, i have never heard of peasant units, other then bad equiped spearmen, or in peasant riots.

    -Skel-

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  20. #20
    Arbeit macht fleisch Member ScionTheWorm's Avatar
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    Default Re: Tech trees

    I agree, for instance "Iberian Tribesmen" (from RTR I think) was a great substitution for peasants. I think all factions should have a weak unit with very poor morale, but armed with spears. Don't like the name "peasants", but I have no better suggestion though.

    Skeletor: didn't Olav Den Hellige fight the "peasant-army"?

  21. #21
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Tech trees

    Quote Originally Posted by skeletor
    Legio, could we drop the Peasant unit... I think they should be represented by the lowest class of spearmen. Atleast for the Saxons, the fyrd besides beeing garison in forts, they allso took care of public law and order.

    The only place i can find it reasonable with the peasant unit, is for rebels. But they wold probably chop down a tree, and make it pointy in the end if they were going to war.

    From what i have read, i have never heard of peasant units, other then bad equiped spearmen, or in peasant riots.

    -Skel-
    Agree. Funny, I was just thinking about doing that. The last few hours I've been editing the French, Viking and Saxon tech trees. Peasants have been removed there and for Byzantines. The tech trees in blue above have been fixed but not yet looked at by our researcher. The tech trees in red (only one so far) is complete now. Ignore the list of units I posted above, use the first post in this thread for reference instead, I'll keep it updated.
    Under construction...

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  22. #22

    Default Re: Tech trees

    True, the army Olav fought were called "bondehćren" or "the peasant army". But by this, they didn't mean Olav's royal army figthing a bunch of men with heyforks. This was a battle betwen the king who wanted a kingdom, and chieftains who fougt for the old system with independent "Gĺrder" (Can't find a good english word for it, but it's kind of a huge farm with fields, woods, hunting-grounds aso). So the "bondehćr" was a coalition of chieftains fielding their hird, and other unit's avalable (as they had allways been doing when going to war.)

    -Skel-

    Age of vikings and fanatics: Total War

  23. #23

    Default Re: Tech trees

    I think there may have been a quite large amount of peasants in the army Olav faced, it is after said to be a peasant army, which is not an all that common thing in it self, and it's also said to have been quite big, 10000+ men, most likely an exaggeration but still. Seeing how Olav had been quite hardgoing when it came to introducing christianity, it's reasonable to think that the peasants would have been just as mad as the high ranking men whose power/lives Olav was after. As for pitchforks I would believe that most of the farms had enough weapons of some kind, so that they wouldn't haev to resort to using framing tools.

  24. #24

    Default Re: Tech trees

    - Small synagogue (+10 happiness, requires town), Synagogue (+20 happiness, +1 morale, +5% law, requires large town), Large synagogue (+40 happiness, +2 morale, +10% law, requires city)
    - MORE HAPPINESS BUILDINGS NEEDED!
    Suggestion for Khazar happynes building, we could add the Khazar supreme court.

    "In the capital city, the Khazars established a supreme court composed of 7 members, and every major religion (Christianity, Islam, Judaism, and Savic paganism) eas represented on this judicial panel. the Kazars thus sponsed religous tolerance in a time when surrounding countries presecuted those who refused to follow the faith of the rulers."

    It might be called "Independent court" or something like that.

    -Skel-

    Age of vikings and fanatics: Total War

  25. #25
    Arbeit macht fleisch Member ScionTheWorm's Avatar
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    Default Re: Tech trees

    wow didn't know the Khazars or anybody would be that tolerant in that timeperiod..

  26. #26
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Tech trees

    Ok, that sounds like a good idea skeletor! I'll have a thorough look at all tech trees today and add improvements everywhere I can and see if any tech trees are so finished that the skinners can use them. I'll add the court when I do that.
    Under construction...

    "In countries like Iran, Saudi Arabia and Norway, there is no separation of church and state." - HoreTore

  27. #27

    Default Re: Tech trees

    Were Trebuchets around this early?

  28. #28

    Default Re: Tech trees

    Edit... I stumblrd across this:

    It is believed that the first trebuchets were used in China as early as in the 7th century. From there this technology spread westwards and reached the Arab countries through Persia and Byzantium. The engines of war were in use all over the Mediterranean by the 9th century and the knowledge of these new and highly efficient weapons disseminated rapidly through the rest of Europe.
    So i guass it's not way off having them in.

    -Skel-
    Last edited by skeletor; 06-09-2005 at 12:33.

    Age of vikings and fanatics: Total War

  29. #29
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Tech trees

    New siege weapons suggestions:
    - Ballista - bolt-thrower. Available to all quite early
    - Mangonel - stone thrower. Harder to get. Requires level 3 city.

    Only the Byzantines, Khazars and the muslim factions should really be able to use flaming missiles for their archers and artillery, I think. I also think the non-flaming mangonel should be increased in power (but reduced in ammo), whereas the flaming one should be reduced in power. I think we could add a Heavy mangonel if we want more levels of stone throwers. However I think that's unnecessary.

    When I searched for onager in Wikipedia I didn't quite get what I wanted:

    "The Onager (Equus hemionus) is a large mammal belonging to the horse family and native to the deserts of Syria, Iran, India, and Tibet. It is sometimes known as the Half Ass or the Asiatic Ass [etc.]"
    Last edited by Rodion Romanovich; 06-09-2005 at 12:46.
    Under construction...

    "In countries like Iran, Saudi Arabia and Norway, there is no separation of church and state." - HoreTore

  30. #30

    Default Re: Tech trees

    LoL, com'on guy's, let them have a taste of our good'ld Asiatic Ass throwers...

    Age of vikings and fanatics: Total War

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