Well, here are my ideas for balancing city economic power with castle military power.
Castle Perks
1 - Cities have to pay an additional 25% rounded to the nearest tens place for units they must recruit from a castle, and + 1 florin for every two men in the unit for compensation in the castle player's population loss. This additional recruitment cost goes to the castle holder as his payment for providing a service. For example. On huge settings a mailed knights unit costs 650 to recruit, and consists of 80 men. So the math looks like this.
Additional Base Cost: 650 x .25 = 162.5 rounded to 160.
Population Loss Compensation: 160 + 40 for the cost of eighty men = 200
Total Cost for Mailed Knights purchased from Castle: 650+200 = 850
Or for Spear Militia.
Additional Base Cost: 310 x .25 = 77.5 rounded to 80.
Population Loss Compensation: 80 + 60(provided a unit is 120 men, which I think it is, but I'm not sure) = 140
Total Cost for Spear Militia purchased from Castle: 310+140 = 450
While the total unit cost is still spent on building the unit itself, the extra funds are kept by the castle lord for compensation for his time and manpower. So ordering a unit of mailed knights and two spear militia from Staufen would cost Staufen 320 population, they would gain 480 florins profit.
These recruitment costs might look large, but take into consideration from an RP perspective that this castle is giving up significant portions of its population to fill the ranks of another duke's army, and they still have to make a profit over the initial base cost of the recruitment.
Hmm..oh, and castles cannot charge extra if they have armor or weapon upgrades, as these don't actually raise the initial base cost of recruitment, and the castle would make them as part of the standard procedure if they were recruiting the unit for themselves anyway.
2 - Only players with a castle can build watch towers and forts. This would reflect the availability of people with the knowledge of proper terrain use and strategic military placement in castles as compared to the more domestic or urban based construction skills of engineers and architects available in cities.
Hmm...not sure on too much of anything besides that. In the spirit of balancing castles with cities, I don't want to overbalance anything, as players will undoubtedly gain control of territories encompassing both a castle and a city, or could alter their lands to be so, these balancing works are really for earlier game balance issues.
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