Economic
- Farm Land: Produces optimum income if built on fertile land. (Affected by Land Fertility)
- Tavern: Produces money by serving nobles drinks and providing female entertainment. (Affected by Religious Zeal)
- Mosque: The power of the Mosques and Imams does generate money. Muslims must pay a Zakkat to the Mosque which you eventually become responsible for the redistribution of. (Affected by Religious Zeal)
- Mine: Earth riches; mines are a very stable source of income. Like farm lands the income produced by mines is optimal. (Affected by Minerals)
- Trading Post: A trading post promotes trade in all tradable goods that are currently available and those that can be produced and generated in the future. (Affected by Tradable Goods)
- Jizya House: A Jizya House is the centre of a highly lucrative taxation network that can be adjusted to tax your non-Muslim population. It can be highly lucrative but terribly unpopular. (Affected by % of Non-Muslims)
- Village: The peasants and locals would be pleased as buildings promote a higher living standard, open air markets and production. (Affected by Building Infrastructure)
- Horse Breeder: All the uses of horses would be available to the economy. It also enables you to train mounted Army Units in the future. (Affected by Land Fertility)
- Border Forts: Used to control individuals coming in and out of a Kingdom. The more people coming in the more fees are collected. Also, all border crossings are covered in order to catch an enemy agent. (Affected by Building Infrastructure)
- Docks: Opens up the possibility of sea travel and foreign trade for the local Merchants & Traders. (Affected by Sea Trade & Adds One Tradable Good)
(Note: You may not build more than 3 Economic Establishment of the same kind)
Social
- Palace: Does not produce any money, but gives you political authority, social status and provides a venue for parties and social events. Also serves to protect a maximum of 2 of your noble family members unless siege weaponry is used. (Produces 3 Social Points & Increases High Noble Authority)
- Festival Barge: Annual moving festival barge that provides entertainment & lavish festivity to the locals of your Estate and enables private international travel. (Produces 1 Social Point & Increases Nobility & Peasantry Happiness)
- Belvedere: A beautiful structure that provides an exotic setting for the relaxation & socialisation of the nobility and increases the chances of a royal visit. (Produces 2 Social Points & Increases Nobility Happiness)
- Theatre House: A local theatre house, where local productions provide an enjoyable spectacle for all. Increases peasant happiness and support of your rule and provides a venue for parties and social events. (Produces 2 Social Points & Increases Peasant Happiness)
- Chamberlain Office: A Governor’s office that increases social order and stability in the Kingdom. It also creates a title of office of Estate Chamberlain to be presented to a well-suited candidate. (Produces 3 Social Points & Increases Political Stability)
- Spy Network: A social network of informants that provides regular reports about the Estate in which it is placed. It can also be useful to increase loyalty if placed within your own Estate. (Produces 0 social points, costs 3 economic points to maintain, provides information & counters other spy networks).
Agents
Merchant: A Merchant is a powerful businessman, designer, craftsman, builder, engineer or originator that can use his wealth and creativity to positively support the Economy of your region.
Missions the agent is able to perform:
Missions with (4 out of 6) Initial Chances of Success: Design and build a basic or status economic establishment.
Missions with (3 out of 6) Initial Chances of Success: Design and build a complex economic establishment. Cultivate and trade a new tradable good.
Missions with (2 out of 6) Initial Chances of Success: Design and build a unique establishment. Positively affect economic viability of an estate’s resource.
Missions with (1 out of 6) Initial Chances of Success: Forge trade rights agreement with a foreign land.
Scholar: A Scholar can be a teacher, politician, philosopher, or academic that uses his influence to positively influence people in your favour or in the favour of a cause you are promoting.
Missions the agent is able to perform:
Missions with (4 out of 6) Initial Chances of Success:
Influence a population for a character or cause’s favour. Influence an agent or retinue character for a character or cause’s favour.
Missions with (3 out of 6) Initial Chances of Success:
Influence a character of noble status for a character or cause’s favour.
Missions with (2 out of 6) Initial Chances of Success:
Influence a character of royal status for a character or cause’s favour. Increase the political stability of the Kingdom.
Agents II: Negative Agents
Spies: Spies are usually able to get you all the secret information you want about any Comte or King. Spies also have the ability of kidnapping other agents, characters, or Comtes.
Missions the agent is able to perform:
Missions with (4 out of 6) Initial Chances of Success: Discover the Social/Political statistics of any Estate. Discover the Social/Economic statistics of any Estate. Discover the Economic/Political statistics of any Estate. Discover the identity information of any character.
Missions with (3 out of 6) Initial Chances of Success: Kidnap an agent reactive character.
Missions with (2 out of 6) Initial Chances of Success: Kidnap a reactive character with noble status. Spread rumors with an Estate to inspire a rebellion. Spread rumors to inspire the trial of a reactive character with noble or agent status for treason.
Missions with (1 out of 6) Initial Chances of Success: Kidnap an active character. Kidnap a reactive character with royal status. Spread rumors within the country to inspire a civil war. Spread rumors to inspire the trial of an active character or a character with royal status for treason.
Assassins: Assassins have the ability to kill off game characters or cause them physical harm. They also can cause damage to economic establishments thus affecting the Economy. If the Economy goes down, so does everything else with it.
Missions the agent is able to perform:
Missions with (3 out of 6) Initial Chances of Success:
Cause physical harm to a reactive character. Assassination of an agent reactive character. Destruction/obstruction of a basic economic establishment.
Missions with (2 out of 6) Initial Chances of Success:
Cause physical harm to an active character. Assassination of a reactive character with noble status. Destruction/obstruction of a Complex economic establishment.
Missions with (1 out of 6) Initial Chances of Success:
Cause physical harm to a reactive character with royal status. Assassination of an active character. Assassination of a reactive character with royal status. Negatively affecting economic viability of an estate’s resource.
If the agents (other than the Emissary) succeed in their missions, it will affect the social, economic or political points of the target Comte or Comtesse and give the agent a better chance of success in future missions.
Negative Agents that fail are discovered by the target Comte or Comtesse. They will be killed and the Comte may discover who sent the agent. There will be a 1 out of 2 chance that Comtes discovers who sent an agent if the agent fails.
Positive Agents that fail disappear into an air of obscurity. When choosing an agent for a mission you may create your own mission, as long as it is plausible, and may ask me for its chances of success. You may be as creative as you want with agents.
Political
- Blacksmith: Enable training of five standard army units
- Swords Welder: Enables training of advanced units.
- Siege Works: Enables training of two units able to infiltrate city walls, palaces & castles.
- City Walls: Minus -5 Political Points from attacking Army. 1
- Mercenary Inn: Enables hiring of 2 random Mercenary Units for a political event.
Military Units
You require a Blacksmith to hire the following units: | |||
Spearmen (Cost: 2) | Desert Archers (Cost: 3) | ||
Attack: 1 | Defense: 2 | Attack: 2 | Defense: 2 |
You require an Archery Range to hire the following units: | |||
Nubian Spearmen (Cost: 4) | Ghazi Infantry (Cost: 4) | ||
Attack: 3 | Defense: 3 | Attack: 2 | Defense: 4 |
You require a Horse Breeder + Blacksmith to hire the following units: | |||
Berber Knights (Cost: 5) | Ghulam Knights (Cost: 5) | ||
Attack: 5 | Defense: 1 | Attack: 4 | Defense: 2 |
You require Siege Works to hire the following units: | |||
Catapult (Cost: 2) | Siege Engine (Cost: 3) | ||
Attack: 2 | Defense: 1 | Attack: 3 | Defense: 1 |