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What rules should we keep?

Mining only
Shipbuilding only
Smithing only
Mining and shipbuilding
Mining and smithing
Shipbuilding and smithing
All of the above
None of the above

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Author Topic: Feudalism Rethought  (Read 40477 times)

Zrk2

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Re: Feudalism Rethought
« Reply #75 on: September 30, 2012, 12:40:59 pm »

Census of von Scliesen Lands:

25 000 total population Divided Among:

7 Counties, and a total of 20 baronies, held by either the family or locals who are more or less stuck supporting the family

300 trained knights

1000 men at arms (crossbowmen and pikemen mostly)

16000 farmers

2000 fishermen in the rivers

5000 assorted craftsmen

500 priests

200 tax collectors, scribes and other civil servants
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He's just keeping up with the Cardassians.

USEC_OFFICER

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Re: Feudalism Rethought
« Reply #76 on: September 30, 2012, 12:43:01 pm »

They have a fort in my land giving them a safe base I think thats support enough :).

As long as they have enough land around it to feed themselves, that's fine.
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mesor

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Re: Feudalism Rethought
« Reply #77 on: September 30, 2012, 12:44:26 pm »

Uhhm you know your producing enough food for 72000 people right?

They dont thats why I need to know if he's my ally and will fight with me and ill provide food or if were neutral and he's providing he's own food.
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USEC_OFFICER

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Re: Feudalism Rethought
« Reply #78 on: September 30, 2012, 12:54:42 pm »

Uhhm you know your producing enough food for 72000 people right?

They dont thats why I need to know if he's my ally and will fight with me and ill provide food or if were neutral and he's providing he's own food.

If they're not your allies in the first place, then why give them the fort in the first place? I'm pretty sure that giving them a fortress with no means of supporting itself could easily be viewed as an insult in the Middle Ages.
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Child of Armok

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Re: Feudalism Rethought
« Reply #79 on: September 30, 2012, 01:04:23 pm »

1 500 population:
------[Food]------
->100 plant gatherers
->100 fishermen (in the little mountain rivers and ponds)
->100 hunters
------[War]-------
1000 Trained soldiers:
-> 400 Archers
-> 500 (Nagitana's? Naginatano?) (wo)men with naginata's
-> 100 Longswordsmen
------[Religon]----
-> 30 priests
------[Crafts]-----
-> 120 Metalsmiths
------[State]------
-> 30 scribes
-> 10 Tax colletors
-> 10 people of justice (judges,.....)

(Look at those small numbers, it's just depressing)
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GreatWyrmGold

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Re: Feudalism Rethought
« Reply #80 on: September 30, 2012, 01:53:09 pm »

Unless I'm mistaken, you only had a single city, not a whole fief.
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mesor

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Re: Feudalism Rethought
« Reply #81 on: September 30, 2012, 01:58:52 pm »

Not really the guild chose to accept the fort its up to them to find the means of supporting themselves in it.
But its down to him anyway.
If he wants to be allies then he supports me in battle and ill import ford for him along with my own at a lower price.
If he wants to rent he can import or he's own or pay me and ill import it for him.
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Vonyx

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Re: Feudalism Rethought
« Reply #82 on: September 30, 2012, 02:00:43 pm »

House Chedel. (Duchy of Zernburg)

25,000 people.

10,000 men
9000 women

19,000 adults
6000  children (1/3 working)


12,000 in farming(and related prof.)
1500 soldiers (Red shield legionaries, roman-style)
500 heavy knights
150 city guards

300 merchants
550 crafters

4000, everything else.
 
*edit* lowered amount of farms.


« Last Edit: September 30, 2012, 02:54:54 pm by Vonyx »
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mesor

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Re: Feudalism Rethought
« Reply #83 on: September 30, 2012, 02:03:47 pm »

Nice.
You have food I have raw materials for crafting :D.
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GreatWyrmGold

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Re: Feudalism Rethought
« Reply #84 on: September 30, 2012, 02:11:22 pm »

Also, this being the medieval era, most women will be housekeepers. You can have women work, but if less than, say, half of households have someone with enough time to take care of chores you're risking revolts, so the men will probably be most of the workers. I would have mentioned a caveat like this before, but I hadn't realised it until now. If you can't keep house, you won't be happy...
I have a feeling revolts will be a big thing at first...
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Vonyx

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Re: Feudalism Rethought
« Reply #85 on: September 30, 2012, 02:17:01 pm »

Also, this being the medieval era, most women will be housekeepers. You can have women work, but if less than, say, half of households have someone with enough time to take care of chores you're risking revolts, so the men will probably be most of the workers. I would have mentioned a caveat like this before, but I hadn't realised it until now. If you can't keep house, you won't be happy...
I have a feeling revolts will be a big thing at first...

I guess it is pointed at me?

Well, i did write farming-related stuff, but I guess you are right :)
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Child of Armok

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Re: Feudalism Rethought
« Reply #86 on: September 30, 2012, 02:27:13 pm »

Unless I'm mistaken, you only had a single city, not a whole fief.

You mean me?
Yes, i know.
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GreatWyrmGold

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Re: Feudalism Rethought
« Reply #87 on: September 30, 2012, 03:16:10 pm »

Unless I'm mistaken, you only had a single city, not a whole fief.

You mean me?
Yes, i know.
You were lamenting your low population, and I pointed out that that was due to your own choice.

I believe everyone has replied, so I'm going to assume everything is OK with everyone. I'll start the maps ASAP.
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Zrk2

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Re: Feudalism Rethought
« Reply #88 on: September 30, 2012, 08:29:34 pm »

Great.
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ansontan2000

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Re: Feudalism Rethought
« Reply #89 on: October 01, 2012, 04:24:57 am »

I believe that the guild should be impartial to any one party. After all, if one of our allies had to go to war, that would probably lead to something like a de-knighting of all knights in opposing kingdoms. Therefor, I would like to ask the GM if the guild of knights could receive a piece of land in the center of the major cluster of houses, with enough serfs to feed itself.
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When a soldier makes a mistake, one man dies.
When a captain makes a mistake, a dozen men die.
When a commander makes a mistake, a thousand men die.
When an emperor makes a mistake, well, there is a game save for retry.
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