Fiefdoms and Sea control

Medieval Monarch

In the medieval era, assume the role of a lord and engage with other lords,develop fiefdoms, and employ strategies involving intrigue, warfare, and plunder. Expand your territory and strengthen your house lineage Or, be a god, manipulate the world? This game primarily strategic role-playing elements

On the left are the data for each territory, from top to bottom: [img]{STEAM_CLAN_IMAGE}/34818041/3f4f8401722002779a6537e05aa46c73c50cc957.png[/img] [img]{STEAM_CLAN_IMAGE}/34818041/846333b0e2be2fbb4a574c75e396e62ea250b99c.png[/img] Feudal type: Manor, Castle, City Manor primarily produces food. Other data is an intermediate layer between castles and cities, where all buildings can be constructed. Castles are the main producers of knights. Some city buildings such as schools and markets cannot be built. When a manor is upgraded to a castle, the required buildings for cities will be automatically demolished. Castles also serve as territories that forcibly reduce the probability of surrender for manors and cities during attacks. Cities mainly produce taxes and have mostly citizens with very low food and knight production. Food needs to be allocated or else citizens may emigrate. Castles cannot build required structures in cities. Development points: Additional development points are obtained when territories are expanded, which can be used to construct buildings. Insufficient development points will prevent construction. Knights: The strongest heavy cavalry in combat, their efficiency is influenced by character knights' battle effects; they require funding. Citizens: Main source of tax revenue and provide some well-equipped soldiers; if there's not enough food, there's a chance they'll become immigrants. Serfs: Main producers of food who give all their output to local lords but can eat lord's food for free; if local food runs out, they face starvation; they also serve as main personnel accompanying knights on expeditions based on service ratios but cannot leave the territory or become refugees. Freemen: Auxiliary producers of food who submit part of it according to lord's tax laws while keeping some for themselves based on average surplus per freeman in the territory; consume 1 unit of grain per month and buy lord's grain when there isn't enough or migrate or become serfs if no grain available; primary personnel for equipping low-level troops. Priests: Increase missionary numbers but require funding. Refugees: Citizens and freemen dissatisfied with their need for loyalty may turn into refugees then move to neighboring provinces. Religion population only counts citizens, freemen, serfs & refugees - Knights & priests default view same faith as lords - Mouse over each population shows specific religious populations Tax rate changes within feudal taxation law have obvious effects - Higher rates result in lower loyalty Food (grain): Mainly produced by serfs & freemen with storage limit provided by granary indicated after number – exceeding limit causes proportional damage – certain bonuses can reduce damage proportion Loyalty decreases chances of small-scale migration due to dissatisfaction among people leading eventually towards independence – If not handled promptly could lead province joining other countries or becoming vassals making it difficult reclaiming later Health determines likelihoods outbreak epidemic & population growth Epidemic once outbreak has two figures maximum rounds vs current round–when current reaches max rounds epidemic ends–graveyard prevents increase max rounds during outbreaks–hospital has small chance directly end epidemics Average surplus per Freeman After annual September harvest remaining grains distributed equally among Freemen consuming 1 grain monthly- insufficient grains purchase from territorial stockpile/migrate/become Serf Legitimacy Non-legitimate occupation requires 30 years assimilation period changing corresponding culture-some bonuses decrease this requirement year count Fertility correction coefficient affecting grain output-reduces fertility after annual harvest-can adjust fallow ratio every November allowing some fields recover nutrients-specific slider adjustment shown right side each territory data-fallow directly affects grain output ratio School Cultural research point production reduces loyalty Tavern Increases loyalty affects health liquor tax Training ground Knight production unavailable in city Monastery Brainwashing missionaries Granary Increases Grain Storage Limit Mill Increases Grain Output Mill Tax Hospital Small chance directly end epidemics increases health Dung heap Increases Health Graveyard Reduces extension probability during epidemic Blacksmith Tax income equipment output Market Tax income trade tax Port Tax income additional grain output Port tax Gold mine Eventual large income after exploration Shipyard Warship production incurs cost Expansion Adds development points post-upgrade Coastal territories possess shipyards/port functions Manor serves as basic territory automatically transforming into castle/city upon meeting building requirements-all non-buildable structures will be demolished-transforming these types back into manors demolishes required structures turning them back into manors The pentagram at bottom-left represents provincial capital ⚓️represents port Corresponding right side displays related data-different types display different icons-clicking right-side tax rate button allows manual exemption [img]{STEAM_CLAN_IMAGE}/34818041/a6abe8827e1750a639177c5a669d4eb1ec66d257.png[/img] Some sea areas feature blue dots indicating naval bases considered part territorial data-naval bases enable maritime invasion triggering naval battles-if no war targets multiple lords' warships present probabilistically trigger friction/losses-evenually occupied by one lord-country owning naval base gains bonus taxes/trade taxes If you want invade Northern Europe from Britain Island send your built warships North Sea three naval bases until opponent withdraws considered occupied-one-by-one occupy before invading Northern Europe-default start owned by Danes No visual representation naval battles currently planned-only notifications sent! Military interface includes dedicated maritime control interface/warship deployment A single fiefdom may have numerous sea area warships displayed here-adjust/change sea area warship quantity according needs