Originally posted by no1marauderGood point and the training manual is silent on the money issue, so it looks like you lose out. Here's total event sequence which doesn't help either:
I disagree. If you look in the Messages for each Garrison, they have you spending the money to recruit troops PRIOR to any movement and battles; then receiving them afterwards. I think that might be money down the drain IF you lose the recruitment center during the movement phases.
FIRST EVENTS:
War Declared
Acceptance Changed
Passage Rights Changed
Special Permission Changed
New Armies Formed
New Fleets Formed
Various Administrative Actions Performed
Same Location Transfers Occur
Troops Reassigned to Ranks
Disbanding/Salvaging Troops
MOVEMENT EVENTS:
Transfers Happen
Armies Prepare to Board Foreign Fleets
Fleets Load Armies
Fleets Set Sail
Homeless Fleets Depart
Sea Battle Are Fought
Fleet Storage Checked
All Armies Unloaded onto Provinces
Armies March
Defend Fortifications Option Changed
Cross-border Battles Are Fought
Land Battles are Fought
Province Ownership Changes
Provinces are Pillaged
Movement Events Repeat
FINAL EVENTS:
Province Damage Increases
Gold Sent
Upkeep Paid
Troops Built
Commanders Hired
Provinces Annexed
Province Annexation Declines
Construction Happens
Gold Decay
Structures Razed
Province Revenue Gained
Provinces Gifted
Proclamations Income
Province Damage Repaired
Peace Established
Alliances Cancelled
Alliances Formed
Realm Limits Checked
Defeated Realms Removed
Turn Events Are Complete
Originally posted by no1marauderThis is incorrect. Building troops is one of the last things to happen each turn. If you tried to build troops in a province that's been overrun then those orders will be invalid and won't get carried out, which means the money doesn't get spent. To wake up and find you've lost a province and all the troops you thought you were going to have is bad enough, but to lose the gold as well would be cruel and unusual punishment.
I disagree. If you look in the Messages for each Garrison, they have you spending the money to recruit troops PRIOR to any movement and battles; then receiving them afterwards. I think that might be money down the drain IF you lose the recruitment center during the movement phases.
EDIT: Here's what my Venice Garrison turn looked like last time in per ...[text shortened]... To Report)
Our Final Events:
We gained 2 Mercenaries, 1 Light Infantry and 1 Crossbowman
Edit: If you look at the turn order provided by buffalobill, you'll see Province Ownership Changes comes before Troops Built. You can't build troops in a province you don't own, hence those orders will be invalid and not executed.
Originally posted by AThousandYoungNewbie.
I just realized at the end of the second week I've held Serbia that there is not only a fort there, but a town too!!! When I realized this, I got all excited, and checked to see what kind of troops I could make there...and found out it makes Light Infantry.
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Originally posted by rwingettYes, but the money gets paid out in the initial phase, so it's not clear to me.
This is incorrect. Building troops is one of the last things to happen each turn. If you tried to build troops in a province that's been overrun then those orders will be invalid and won't get carried out, which means the money doesn't get spent. To wake up and find you've lost a province and all the troops you thought you were going to have is bad enough, troops in a province you don't own, hence those orders will be invalid and not executed.
Originally posted by no1marauderMy guess would be play balance as well, but historically there was not any significant difference in armour across the european nations in this era. Certainly there would be differences with the Arab nations.
Probably for variety and play balance but there is a certain amount of historical accuracy as certain types of knight armor was prevalent in different geographical areas.
I found a site for the Duke of Bavaria; http://www.medievalcollectibles.com/SearchResult.aspx?CategoryID=655
he can have some toys to play with while he awaits his execution.
For the knights of the early 14th century, the common body armour would be a maille hauberk (commonly called a chain shirt in modern terms), spaulders (shoulder guard), vambraces (forearm guard), couters (elbow protection), shynbalds (shin guards) and polyens (knee protection.) and maille gloves (often attached to the hauberk so as not to be lost) - Helms for the knights would be a cervelliere (skull cap type helm that later developed into the basinet) with attached aventail worn underneath either a "pot helm" or sugarloaf - the very wealthy knight may have upgraded to a great helm over the cervelliere and would have worn a Coat-of-Plates over the maille hauberk.
Of course the Arabs would not have worn such armour in the heat of the desert.
If you are interested, you can check out this site:
www.gothiceye.com
It has a large database of effigies of knights from as early as 1140 through the end of the 15th century. Gives you a good idea of how armour developed over that time period. This site is focused on English knights, but this was pretty standard throughout Europe. There will, of course, be anomolies to be found, but they are a rarity.
Originally posted by no1marauderAnd as far as my execution....
Probably for variety and play balance but there is a certain amount of historical accuracy as certain types of knight armor was prevalent in different geographical areas.
I found a site for the Duke of Bavaria; http://www.medievalcollectibles.com/SearchResult.aspx?CategoryID=655
he can have some toys to play with while he awaits his execution.
We will see.
Originally posted by AThousandYoungThat is very true. If you do have an ally who is loyal enough to you then they could keep you in the game until they were able to capture a town/garrison bearing province for you. May we ALL have allies that loyal. ๐
You might have allies who will back you up or something.