Post by aspenivan on Sept 7, 2014 18:41:58 GMT
Attract Retainers: Use the sway of your reputation to bring useful notables to your court.
Can only be done once per turn. Acquire a single Retinue of a chosen type if capacity available OR fill a permanent retinue slot with its corresponding Retinue type.
Raise Levies: Call upon your subjects to fulfill their obligations in war!
Choose any villages, districts, or castle settlements to mobilize. This will immediately raise their levies while negating their income. Cannot demobilize until next turn.
Recruit Soldiers: Train and equip professionals for your standing army.
Every unit costs 6 gold, a food slot, and a professional army slot. May also require gunpowder slots and/or iron slots. Cannot give these unit(s) orders until next turn.
Build Ships: Complete warships and train their crews for your navy.
Every Squadron costs 8 gold, 1 wood, 1 iron slot, 1 gunpowder slot, and a professional navy slot. Cannot give these squadron(s) orders until next turn.
Search for local mercenaries: Send out word that you wish to hire sellswords.
The mod in charge of Mercenaries will PM you with a list of available sellsword units and their hiring cost.You will be able to choose to hire any mercanaries from that list.
Contact Mercenary Company: Your envoys attempt to bring a specific Mercenary Company to the negotiation table to sign a contract.
Pick an unhired Mercenary company from the rolls. You will open a negotiation with it's captain to attempt to form a contract.
Build Building/Manor Upgrade: Commission carpenters and masons for a construction project.
Refer to Buildings and Manor Upgrades section.
Explore Region: Send prospectors to discover what precious resources lay in unexplored lands.
PM location(s) to a moderator. Send one Explorer retinue per node you wish to reveal. Small chance of encountering danger.
Found Village: Funnel materials and landless laborers to unclaimed lands to add their wealth to your realm.
Announce a desired location. Commit one army unit, 6 Gold/turn, and 1 Wood/turn for 2 turns (total cost of 12 Gold and 2 Wood). Village will be complete on the third turn. This process can be interrupted by hostile intervention.
Trade Agreement: Partner with another liege to bring prosperity to both of your lands.
Requires simultaneous (same-turn) action by two parties. Each party must have an open trade slot of the same type. Route costs a total of 14 gold to found (divided between the parties however they wish), generates 4 gold/turn for each party, and lasts 8 turns. Two nations may only have one trade agreement between them.
Subterfuge: Put some coin in the right pockets to take care of the kingdom's dirtier dealings with its neighbors.
PM your objective (spying, assassination, etc) to a moderator. Action costs at least 4 gold, but may pay more for higher chance of success.
Suppress Religion: Suppress worship through persecution, laws, discrimination and other means to halt its influence.
Level of suppression depends on how open and vigorous suppression is. Low levels may involve subtle and covert shunning of worshipers or harassment using other excuses. Higher levels involve public executions or obvious persecution. Negates piety towards selected religion up to 5 points.
Can only be done once per turn. Acquire a single Retinue of a chosen type if capacity available OR fill a permanent retinue slot with its corresponding Retinue type.
Raise Levies: Call upon your subjects to fulfill their obligations in war!
Choose any villages, districts, or castle settlements to mobilize. This will immediately raise their levies while negating their income. Cannot demobilize until next turn.
Recruit Soldiers: Train and equip professionals for your standing army.
Every unit costs 6 gold, a food slot, and a professional army slot. May also require gunpowder slots and/or iron slots. Cannot give these unit(s) orders until next turn.
Build Ships: Complete warships and train their crews for your navy.
Every Squadron costs 8 gold, 1 wood, 1 iron slot, 1 gunpowder slot, and a professional navy slot. Cannot give these squadron(s) orders until next turn.
Search for local mercenaries: Send out word that you wish to hire sellswords.
The mod in charge of Mercenaries will PM you with a list of available sellsword units and their hiring cost.You will be able to choose to hire any mercanaries from that list.
Contact Mercenary Company: Your envoys attempt to bring a specific Mercenary Company to the negotiation table to sign a contract.
Pick an unhired Mercenary company from the rolls. You will open a negotiation with it's captain to attempt to form a contract.
Build Building/Manor Upgrade: Commission carpenters and masons for a construction project.
Refer to Buildings and Manor Upgrades section.
Explore Region: Send prospectors to discover what precious resources lay in unexplored lands.
PM location(s) to a moderator. Send one Explorer retinue per node you wish to reveal. Small chance of encountering danger.
Found Village: Funnel materials and landless laborers to unclaimed lands to add their wealth to your realm.
Announce a desired location. Commit one army unit, 6 Gold/turn, and 1 Wood/turn for 2 turns (total cost of 12 Gold and 2 Wood). Village will be complete on the third turn. This process can be interrupted by hostile intervention.
Trade Agreement: Partner with another liege to bring prosperity to both of your lands.
Requires simultaneous (same-turn) action by two parties. Each party must have an open trade slot of the same type. Route costs a total of 14 gold to found (divided between the parties however they wish), generates 4 gold/turn for each party, and lasts 8 turns. Two nations may only have one trade agreement between them.
Subterfuge: Put some coin in the right pockets to take care of the kingdom's dirtier dealings with its neighbors.
PM your objective (spying, assassination, etc) to a moderator. Action costs at least 4 gold, but may pay more for higher chance of success.
Suppress Religion: Suppress worship through persecution, laws, discrimination and other means to halt its influence.
Level of suppression depends on how open and vigorous suppression is. Low levels may involve subtle and covert shunning of worshipers or harassment using other excuses. Higher levels involve public executions or obvious persecution. Negates piety towards selected religion up to 5 points.