European Knights 2.6.5: Lands, Learning and Silver
Castles
- 51 historical castles are now places on the map, where they stood, marked with a tower. Among them:
- Harlech, Conwy, Caernarfon, Dover, Bamburgh and Alnwick
- Tantallon and Urquhart
- Château Gaillard, Carcassonne, Coucy and Loches
- the Alcázar of Segovia and La Mota
- the Wartburg, Burg Eltz and Kufstein
- Chillon and Habsburg
- Karlštejn
- Wenden and Narva
- Hunedoara and Spiš
- Vyborg and Oreshek
- Krujë, Poenari and Bran
- Castel del Monte and Monteriggioni
- Each has a castellan's hall and a line of its history, and can be besieged and held.
- A castle fief is a stronghold, not a purse:
- little rent
- warband +8
- walls that start strengthened in a siege
- protects up to four hamlets
- The castles that were only pictures on the map before are now real places.
Three new skills
- Horsemanship: +1.5% speed on the road per level, and a better chance to escape capture. It rises as you ride, hunt and keep stables.
- Learning: +2% experience in every skill per level, and a little more piety. It rises with masters at the universities, schools in your fiefs and colleges you endow.
- Commerce: +1.5% better prices when buying and selling per level (up to 30%), and safer ventures. It rises as you trade, invest and join the guilds.
- The merchant, hedge-knight, pilgrim and younger-son backgrounds start with some of these skills, and heirs inherit half of them.
Things to spend silver on
In every town, a new last option leads to the ways to spend your money:
- Masters. Study for four days with a master-at-arms, a master of horse, a herald, a steward, a guild merchant, a man who knows secrets, or a doctor of the university.
- Each lesson gives most of a level, and each master can teach you again after sixty days.
- Lessons cost more as you grow: about 90 groschen at level 0 and about 2,400 at level 15.
- Loans to your crown (in its cities): 500, 2,000 or 6,000 groschen.
- Your standing rises at once.
- The loan is repaid in six months to a year with 20–35% interest, unless the crown cannot pay. A crown at war, or one that dislikes you, is likelier to default.
- A great loan may be repaid with a castle in fief.
- Ventures (in the ports): a share of 200, 800 or 3,000 in a voyage.
- It returns in two to four months with a quarter to double again, if the ship comes home.
- Commerce makes the ship likelier to come home. Up to three can be at sea at once.
- Endowments (in towns and cities):
- a chapel: piety, and more every week for life
- an almshouse: prestige and standing
- a hospital: the pestilence takes hold half as often
- a college, at a university: Learning +1
- The guilds and the city.
- Joining a crown's merchants' guild gives Commerce +1 and 5% better prices in every town of that crown.
- Feasting a city, once a year, gives prestige and standing.
Your fiefs, managed
- Prosperity. Each fief now has a prosperity score that raises or lowers its rent by up to 30%.
- Mills, markets, low taxes, charters, fairs and protected hamlets raise it.
- High taxes, labour dues, unrest, famine and the pestilence lower it.
- Ten buildings, three tiers each: walls, market, church, barracks, mill, granary, hospital, school, stables and watchtowers.
- Each tier does more, and the screen shows what the next one brings.
- The school and stables train your Learning and Horsemanship every week. At the third tier the school teaches your children too.
- One law per fief:
- Charter of liberties: calm and prosperous, but less rent
- Labour dues: more rent, more unrest
- Militia: a larger warband
- A yearly fair: prosperity, at a weekly cost
- Hamlets. Take nearby villages under a fief's protection, each adding 12% to its rent:
- a town protects two, a city three, a castle four
- to take one, visit the village, or answer when its headmen petition you
- Petitions. Your people now bring you matters to decide, with real costs and gains:
- floods, wolves, guild disputes, a crooked reeve, a fair charter, bandits, refugees from the pestilence, a bumper harvest and hamlets asking for protection
- Villages you visit. Sit in judgment over the villagers' quarrels (choose the law, the work, a compromise, or the bribe), or pay for a well and a bridge.
- The fiefs screen now shows your loans and ventures too.
Fixes
- Skills now show correctly on the knight page when a save has no value for a skill yet.




