THIS IS ONLY A ROUGH GUIDE!
Many of you have been asking about how much time a mission takes, and the resource expenditure. Now, because we do not have money in the game, manpower is the only finite resource available so that is what I will be deducting from your Orders overall pool until the finish their project (minus casualties if it is a dangerous undertaking).
Both retainers and knights count as 1 man. Retainers are the key to a strong economy as generally you will be getting more of them than knights (some exceptions of course). I know that some of you were unhappy at spending your valuable men on things like construction for which you would hire labourers. Imagine instead that the troops you have invested are raising money, purchasing resources, overseeing the work etc. The less men you invest, longer a project will take. This does not go both ways.
A time unit is simply an amount of time that passes during / after events. Mini-events are calulated to take 4 TU's, Major Events 12 TU's. TU's will be determined by hosts and Gamemasters in concert. If a mini event takes a long time, then they will be broken down, while short ones will be less than the 4 advertised above.
Upgrades (Anything you undertake with the intent to boost the stats of your Order)
100 men, 6TU's
Training (Anything you undertake with the intent to boost / add to the traits of your Order)
200 men, 4 TU's
Building (Anything which boosts the speed of Upgrades or Training)
50 men, 1 TU
Recruitment (Anything which boosts the number of recruits you gain. This will not be a massive modifier.)
100 men, 2 TU's
Roster (Anything which changes the ratio of Retainers to Knights (ie harsher entrance requirements to boost the skill of your Knights. Changes will be minor.)
50 men, 1 TU
Influence (Anything which changes the influence on the strategic map. This does not include conquest; for that you send the men you think you will need for the job.)
200 men, 2 TU's
Did I miss anything? PM me so that plans are not given away.