NEW FRENCH AND NORMAN TECH TREE SUGGESTIONS:
France, HRE and Lotharingia
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- 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), Feudal farming (+17 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)
- Port, Shipyard, Dockyard (all these enable training of better and better 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)
- Salt mine (+1 mining), Large salt mine (+2 mining), Copper mine (+2 mining), Large copper mine (+4 mining), 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
- Wooden pallisade, Wooden wall, Large wooden wall (possible to move on top of it), Stone wall (possible to move on top of it), Large stone wall (possible to move on top of it)
- 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 hospitaller [3 turns training, ZOR Jerusalem only, therefore very hard to get])
- 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, -)
Normans
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- 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), Feudal farming (+17 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)
- Port, Shipyard, Dockyard (all these enable training of better and better 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)
- Salt mine (+1 mining), Large salt mine (+2 mining), Copper mine (+2 mining), Large copper mine (+4 mining), 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
- Wooden pallisade, Wooden wall, Large wooden wall (possible to move on top of it), Stone wall (possible to move on top of it), Large stone wall (possible to move on top of it)
- 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, -)
MERCENARIES:
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- 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]
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