Note, big update!;
- New Recruitment system
-- Dependant on relations with four different factions.
--- Zealots: This depends on how well the order sticks with their defining ideology, i.e. anti-Noldor for the Gauntlet, pro-Noldor for the Silvermist, Empire traditionalism for the Legion, Ravenstern autonomism for the Dragon, their respectice religions for Dawn and Eventide (need to find a way to implement the fact that 75% of the Eventide are currently not heretics at all), Pendor unionism for the Griffon. The modifier could vary between -0.5 (if you make a sudden political turn against your former ideology) and +0.5 (if you follow a clear agenda to further your ideological goals). Thus we could en passant implement the effects of unexpected decisions on the morale of the NPC order troops.
--- Peasantry: This would only add to the retainer recruitment modifier, since peasants might be skilled but are usually not well trained. Depending on your behaviour towards the peasantry this might also vary between -0.5 (burning villages, imposing harsh laws and fines, siding too much with power hungry lords and landowners) and +0.5 (donating money to peasants, using a lot of troops to defend villages against brigands, speaking on behalf of the peasantry in front of the nobility). We could introduce recruitment buildings in the hexes, e.g. village training grounds, that would increase this recruitment rate by additional +0.05 per structure.
--- Local Nobility: This would mainly work towards knight recruitment, (Clarion Calls for the Silvermist, since rangers aren't knights). Again -0.5 (supporting peasant revolts, trying to kick lords out of their castles in order to take over their holdings) to +0.5 (supporting the nobles in keeping the smallfolk down, dealing with revolts, using your influence on their behalf in the royal court.) We might also take into account the number of castles in an orders holdings, adding perhaps 0.05 for each castle of level at least 3.
--- Crown Loyalists: This would, just as Zealotry, add to both retainer and knight recruitment, depending on your standing with the crown. Ranging from -0.5 (supporting autonomist and rebellious lords, tax revolts and other actions against the central gouvernment, amassing too much power without using it for the good of the realm, starting unjustified feuds) to +0.5 (aiding the people of Pendor generally, ensuring peace, stability and loyalty to the crown in your holdings).
- Shrines, Chapels, Churchs and Cathedrals improve Peasantry Recruitment Modifier
- Fishing Huts for Coastal hexes (with castles or towns) to make them more valuable.
- Factory building income increased and upkeep decreased.
- Flax I and II (but not III) now buildable in Steppe.
-Tax rate which changes the base modifier for income Vs recruitment. Therefore with high taxation you get more money (+0.2 for instance) but lose out on recruitment due to resentment (-0.1 for both noble and peasants). We could even separate this out to Nobility and Peasant taxation.
- Raiding! This allows you to reduce the income of enemy provinces (but you do not keep the income, its just financial damage). For every 100RP of troops sent, +1 to raiding die roll.
1-25 : No bandit raids (0.0)
26-50 : Few bandit raids (-0.1)
51-70 : Several bandit raids (-0.2)
71-85 : Numerous bandit raids (-0.3)
86-95 : Serious bandit raids (-0.4)
96-100 : Bandit infestation (-0.5)
This would entirely do away with garrison requirements too, and instead introduce a "global" garrison figure which represents troops patrolling the home provinces. It would also allow Orders to raid each other, on a scale opposite to the patrol bonus (so send 1000RP to raid your neighbour would increase their banditry roll by 10)
Therefore have a -0.5 to +0.5 rating for taxation and a -0.5 to +0.5 rating for raids / mercantile efforts.
- Starting values;
| Silvermist | Gauntlet | Dawn | Eventide | Legion | Griffon |
Zealots | 0.1 | 0.1 | 0.2 | 0.1 | 0.2 | 0.0 |
Loyalists | 0.4 | 0.2 | 0.1 | 0.2 | 0.4 | 0.3 |
Peasants | 0.3 | 0.1 | 0.3 | 0.2 | 0.1 | 0.1 |
Nobles | 0.0 | 0.1 | -0.1 | 0.1 | 0.1 | 0.2 |
Merchants | -0.1 | 0.0 | 0.1 | 0.1 | 0.0 | 0.0 |
This sums to: |
Knights modifier | 0.0 | 0.1 | -0.1 | 0.1 | 0.1 | 0.2 |
Retainers modifier | 0.3 | 0.1 | 0.3 | 0.2 | 0.1 | 0.1 |
Distributable modifier | 0.4 | 0.3 | 0.4 | 0.4 | 0.6 | 0.3 |
Total | 0.7 | 0.5 | 0.6 | 0.7 | 0.8 | 0.6 |
Let me elaborate on this:
Since all orders have put some effort into not disgruntling any faction in the realm, I assumed a base value of 0.1 for everything except the merchants, which should reflect a slight support of the orders by the local population of all standings.
Silvermist: They have not enacted particular pro-Noldor plans, but their position in the Laria event makes their attitude clear enough for basic support (0.1), while sending a huge army to battle the snake cult has impressed many loyalists (0.4) and the peasants like the fortification of their villages (0.3). The noble support suffered a -0.1 penalty because the Silvermist supports the siege of Javiksholm (0.0). The infestation with the remaining Jatu leads to a -0.1 for the merchants.
Gauntlet: Analogous to the Silvermist for Zealots, so 0.1 remains. Tubby's pro-King attitude appeals to loyalists (0.3). No pro-peasant actions were taken (0.1), nobles are on 0.0 because of Javiksholm and the merchants are neutral towards them.
Dawn: They now stick clearly to their new ideology/faith and so loyal/new Dawn zealots like this (0.3). Loyalists see the dedication to root out a dangerous group like the red dawn but frown on sieging javiksholm, so no effect in total (0.1), while the peasants appreciate that the Dawn saved them from the Red Dawn patrols (0.3). Nobles frown on sieging a fief of a lord of the realm (-0.1) while the merchants like the recently started project of counter-Vanskerry watchposts along the coast (0.1, more upon completion).
Eventide: No particular actions for or against nobles and zealots (both 0.1), peasants appreciate the attempts to pacify parts of Singal (0.2) and loyalists and merchants like the plans for a cooperation with the Griffon to establish a safe trade route (0.2 and 0.1).
Legion: Sticking to their new pro-Pendor line attracts appropriate zealots (0.3) and crown loyalists value the dedication in the fight against the cult (0.4). Neither peasants nor nobles have been addressed in particular by any actions (both 0.1) nor has anything be done for the merchants (0.0).
Griffon: The Griffon has until now watched Pendor refracture into the influence spheres of the other orders without taking counteractions, so zealots are disappointed (0.0). Still the Griffons have a generally stronger support from loyalists, especially since Darlion has all the more stressed the allegiance to the king in person (0.3). Peasants and nobles are unaffected (0.1), Merchants are unaffected, too (0.0).
More updates to follow, including Naval raids and blockades, plus an overhaul of unit and building costs.