I will keep updating this section...
Recruitment System
There are three types of recruitment zones for any faction:
1) Own historical territories: Feudal Knights and faction-specific units (e.g. Billmen for England and Voulgiers for France etc.)
2) Neutral territories ("small" factions): Welsh longbowmen, Galloglaigh, Breton MAA, Berber Spearmen etc. Full list of such zones: Wales, Ireland, Brittany, Normandy, Gascony, Calatrava and Africa)
3) Enemy territories ("big" playable factions): limited recruitment (no knigths and no faction-specific units). Generic units such as spearmen and crossbowmen are available.
New Traits
Ruler 1-5 (for faction leaders), Governor 1-10 and General 1-10. Early levels have some negative effects, but become increasingly useful as you level up. Level up Governor by governing wisely (with highest possible tax and happy population) and building. Fight battles (wins are best, losses are ok too) to level up General trait. Ruler trait is attained by engaging in successful diplomacy, staying close to your capital, performing successful spying and assassination missions, and most importantly by destroying other factions.
Loyalty
Generals are more likely to betray. Be careful who you entrust your armies to. Try to get "Feels Appreciated" and similar Loyalty boosting traits by assigning them to important settlements and keeping them busy. Idle generals are more likely to rebel. Each faction now has lordship titles that grant loyalty. Give them to your entrusted generals to keep them loyal to you. Conquer others to gain more titles for your generals.
Guilds
Guilds have been reworked to be more useful. Only one guild per settlement. Only one Tier 3 guild building for each guild. Some guilds offer missions, completing these missions increases reputation with the guilds allowing quicker upgrade to the next tier.
City guilds:
- Secret Police Guild (combined previous spy and assassins guilds). Grants law bonus and allows training of better spies and assassins. Tier 3 grants faction-wide law bonus. Build brotherls and inns, recruit spies and assassins, perform spying and assassinations, have a governor with high dread (>4).
- Masons Guild. Grants construction discount (all buildings, not just stone). Tier 3 grants faction-wide bonus. Build stone buildings to get this guild.
- Theologians Guild. Grants religion conversion and happiness bonus. Tier 3 grants faction-wide bonuses. Build churches, recruit priests, denounce heretics or have a governor with high piety (>5) to get this guild.
- Merchants Guild. Grants trade bonuses and increases number of merchants by 1. Trains better merchants. Tier 3 grants faction-wide increase in trade. Build markets, ports and banks, recruit merchants, make trade agreements and have high income (>5000 per turn) to get this guild.
- Alchemists Guild. Grants trade and gunpowder unit attack bonuses, but causes decrease in happiness and religious conversion. Tier 3 grants faction-wide gunpowder unit attack bonuses. Build gunsmiths and alchemists lab, recruit gunpowder units to get this guild.
Castle guilds:
- Swordsmiths Guild. Grants training cost reductions, weapon upgrades, troop morale and experience. Tier 3 grants faction-wide weapon upgrades. Train melee infantry and cavalry, have a general with high general trait (>4) to get this guild.
- St. Johns Chapter House. Available to Northern European factions. Grants population health bonus and increases the replenishment rate of all knights. Tier 3 provides faction-wide bonuses. Build chapels, recruit knights, have a general with high chivalry (>4) in the castle or be neighbour with or attack a muslim faction to get this guild.
- Knights of Santiago Chapter House. Available to Southern European factions. Grants law, happiness and religion bonuses, and increases the replenishment rate of all knights. Tier 3 provides faction-wide bonuses. Build chapels, recruit knights or have a general with a high chivalry (>4) in the castle to get this guild.
- Archery Guild. Available to England only. Grants archer experience and replenishment rate bonuses. Tier 3 grants faction-wide bonuses. Build archery ranges and train archers to get this guild.
City/Castle guilds:
- Explorers Guild. Can be built in cities and castles. Grants trade bonuses, ship experience, discounts and replenishment bonuses. Tier 3 grants faction-wide bonuses. Build ports and train merchants, and have fleets far away from the capital to get this guild.
|