If anyone would like different units to be in their levies, they can PM me but I would prefer to keep things as they are. I will not use the console to spawn units at this Diet (except peasants).
Players who are not lords of settlements do not have feudal levies - sorry! I have made two exceptions. Lothar is regarded as Lord of Nuremburg, as the loan to the Kaiser is only temporary. Fritz can keep some of his mercenaries on the assumption that he has squirrelled away some wealth BUT he will lose them at the next Diet unless he becomes lord of a province.
Levies cannot be upgraded at this Diet, but can be at the next one.
In allocating levies, I generally chose the best "feudal" type units in the stack. These means that veterans of the cataclysm will have better levies than new Counts who will start with 4 peasants (plus some scope for upgrades). This seems fitting although it will limit the upgrade possibilities for most veterans.
Occasionally, I transferred some units between stacks. Some units are very depleted but are high experience/quality and you may be able to persuade the Chancellor to retrain them (at no cost to yourself).
On unit types - sometimes non-knight cavalry were not available, so I have replaced them with armoured spearmen (which can be upgraded to cavalry at the next Diet). I have treated artillery as taking up a knight slot. Deguerra has the biggest deviation from the standard unit types - I thought he might like a pike and gunpowder levy.
General notes on feudal levies in spoiler (taken from post-cataclysm mechanics poll thread):
Spoiler Alert, click show to read:
OOC CA14.7:Each Count or higher will have a feudal levy. These will be allocated by econ21 at each Diet and will consist of four or more units commensurate with the status and service of the player’s avatar. (Typically, a Count would have 1 mounted sergeant, 1 peasant archer or peasant crossbow, 1 sergeant spearmen and EITHER one DFK OR one feudal knight.)
Some illustrative notes on the feudal levy (these are not part of the CA and are subject to change):
At the next Diet, I will allocate feudal levies to players who are lords of a settlement. They will be commensurate with the lord's age and experience. Players will have to look after them for 10 turns (the Chancellor may retrain them) – then at the subsequent Diets, there will be scope to upgrade levies or replace existing ones.
For players who want it, I will implement a points based system. For the others, the levy can be decided informally. I will balance informal allocations to be about equal to what would arise with a points based system.
Administratively, what I will do is that – at the start of each Diet – reorder stacks so that the existing levies are top units in each player’s stack. At the end of each Diet, I will change these levies to reflect any upgrades or replacements. In the interval, players should use the Chancellor and Governors' orders thread to post any instructions about upgrading their levies - either informal requests or choices based on the points system. If players give no instructions, I will use my own judgement and the points system to adjust the levies.
Upgrade paths (costs)
Note: All lords have FOUR units. High lords have one additional knight class units; the Kaiser has two additional knight class units.
Explanatory notes
In order to be eligible for a feudal levy, you must be lord of a settlement.
Counts and Dukes are lords of the settlements they govern. The Prinz and Kaiser are always lords.
If you cease being a lord, your levy is disbanded at the next Diet. (This represents the loss of the social and economic basis of your levy).
Lords are entitled to four units in a feudal levy. High lords (Dukes, King of Outremer, Prinz) are entitled to five; the Kaiser to six.
When players first become lords, they start off with a feudal levy of four peasants. Every Diet, a lord is given 10 points they may “spend” those points to upgrade their units (high lords are given 13 points; the Kaiser 15). The cost of the upgrade is the difference in the cost of the two units. Armor or weapon upgrades cost one point per upgrade per unit.
Steps on upgrade paths may be skipped if points allow (so a Feudal knight could be upgraded straight to Gothic). But units may only be upgraded to a unit on the same path. (e.g. an archer cannot be upgraded to a knight.)
Units can be retrained at no extra cost: sacrifice will be rewarded.
But lost units are replaced by peasants - look after your men.
PLEASE POST GENERAL QUERIES/COMMENTS IN OOC THREAD. SPECIFIC REQUESTS BY PM.
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