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House trees and related interactions

Please note that all text goes through Google Translate


To test it, I've crammed some of the lords of Europe into one house
The effect is OK
Don't take it seriously


For the convenience of the following, many children are generated directly through the code, the age and description are random, please do not care!

[h3] Lord Information interface [/h3]
Here you can see that some of the Lord's characters, attributes, and functions related to his mates, children, and skills have not yet been fully perfected, so relevant tests will not be done for the time being.

The button in the upper right corner can change their name
Click on the Lord's avatar to switch to the corresponding Lord information interface
For convenience, almost every UI interface now has ESC or the right mouse button to close the last open window.

[h3]
house tree
[/h3]
Click the red book button to the left of the house name to enter the house screen
The default house tree is unexpanded, and the player can save the Settings by clicking on All to the right

The player can view the house tree of all characters, their character will be represented by a blue flashing layer, when a child is selected, it will be represented by a white layer, and the corresponding interactive button will appear at the bottom




When all characters in the house gain prestige, they will convert the acquired prestige into bloodpoints in proportion to unlock house corrections through bloodpoints, thus bringing bonuses to the entire house

At the same time, you can also interact with the selected character through the interaction button at the bottom
Selecting yourself has a different interaction than selecting other house members
As the leader of your house, you will also have additional interaction features

Slander: consume a small amount of their own house prestige, reduce the other party's large amount of house prestige, the probability of success
Support: consumes one's own house prestige and enhances the other's house prestige
Trial: Consume your own house prestige and convert all of your opponent's house prestige into bloodpoints
Legalization of illegitimate children: Expend their own house prestige, for the role of illegitimate children, the house leader or father can legitimize illegitimate children, have the right to inherit territory
Request support: Increase your own house prestige by consuming your opponent's house prestige, which is also converted into bloodpoints proportionally, giving you 30 points, you can only gain 20 points, of which 10 are converted into bloodpoints.
house banquet: consume their own house prestige, all house members probability to participate in the banquet, improve the relationship between them, and increase everyone's house prestige
Contribution: Burn your house prestige into bloodline points
All contributions: All house members are required to contribute to the transformation of blood points, which will consume additional house prestige

Each year in January, the role of the house will be based on the most prestige of the house as the head of the house.
house leaders tend to target people with more territory in the house, if you are in a country, or belong to the vassal relationship, there will be the possibility of rebellion, so as a player, or ruler, the house has the highest prestige, which means that you can very well stabilize the house members, otherwise they will be ready to move.

The house tree keeps all dead characters
Since there will be many characters in the later stage of the house tree, every 10 years, those who have died and have no heirs will be cleared to ensure the smooth opening of the house tree.

[h3] House rules [/h3]
In the house rules, you can adjust the proportion of blood points converted by each house member when obtaining house prestige, the default is 33%, 10%, 33%, 50%, 70%
No matter why house members acquire house prestige, they must be transformed according to proportion, and they can only get the remaining part after transformation.

The rules also set the number of generations between the house leader and the house will automatically create another house, and the new house will inherit 50% of the blood points of the house, including the blood point tree that has been consumed in unlocking the correction.

At present, this part of the function is not completely finished, so I won't show it.

Since the vassal pyramid structure tree is similar to the house tree, let's take a look at it first
This feature is not completely finished yet

Finally, reissue some English versions of other feature diagrams

Tasks of The Age and Tax Law



Please note that this translation is from Google



Era Rewards and Missions


I randomly captured a few in-game images. Currently, each country has both common and exclusive missions. The exclusive missions mainly focus on conquering regions. After the functionality is improved, more diverse missions will be added.

For every completed mission, you will receive an era reward that can be used to unlock any modifier of your choice. However, the number of available rewards is limited, so you need to carefully select the most suitable ones. Modifiers can be canceled at any time to replace them with others, but this will consume your prestige and stability.

Missions will not open or progress until a certain year is reached.



Tax Laws


[h3]Feudal Taxation System[/h3]
Taxes are directly collected from citizens as a percentage of their income. Only those engaged in non-agricultural activities are considered citizens; those involved in farming provide food supplies but are not taxed.

[h3]Additional Taxes[/h3]
These taxes can only be implemented after cultural reforms have been enacted. Various unconventional tax policies may increase revenue but also lead to decreased satisfaction among the people within your domain, resulting in gradually declining loyalty towards you.

[h3]Religious Appointment Rights[/h3]
Either religious leaders appoint officials or lords designate appointments themselves; there will be some degree of power shift between religious and secular authorities.
Religious leaders may occasionally demand control over the appointment rights for bishops.

[h3]Destination of Tax Revenue[/h3]
Decide whether church taxes go to the lord or religious leader or if they should be evenly split between them; this decision affects the balance of power between religious and secular authorities.
Similarly, religious leaders may periodically request full access to all tax revenues.

[h3]Religious Taxes[/h3]
Unlike additional taxes, religious taxes are automatically imposed by default.

[h2]Accounting[/h2]

Feudal Taxes
Taxes collected from direct vassals

Additional Taxes
Revenue generated from implemented additional tax options

Religious Taxes
Total revenue from religious taxation; however, distribution depends on relevant laws

Vassal's Tribute
Taxes paid by my vassals according to our agreements

Lord's Tribute
The tribute I pay as a vassal under my own lordship—for example: as Duke Aquitaine here—I must pay 16 units of tribute to King Capet of France

Diplomatic Tributes
Payments made or received through diplomatic treaties with other lords—each lord acts independently.
Each lord can only sign one treaty involving tributes similar to England's treaty with France detailed in previous logs:
"Contracts and Negotiations" .
Details regarding payments made/received through these treaties will appear here.


Military Maintenance Costs
Costs incurred when raising troops during wartime and maintaining standing armies


Mercenary Maintenance Costs
Self-explanatory


Diplomatic Expenses
Such as war reparations etc.


National Taxation
English-French culture allows for an official system where each administrative region can appoint an officer who collects extra taxes—even if it’s not their direct territory—while providing legal conversion bonuses and missionary advantages at the cost of displeasing vassals.
More details about this content will follow in future logs.

Fiefdoms and Sea control

On the left are the data for each territory, from top to bottom:

Feudal type: Manor, Castle, City

Manor primarily produces food. Other data is an intermediate layer between castles and cities, where all buildings can be constructed.

Castles are the main producers of knights. Some city buildings such as schools and markets cannot be built. When a manor is upgraded to a castle, the required buildings for cities will be automatically demolished. Castles also serve as territories that forcibly reduce the probability of surrender for manors and cities during attacks.

Cities mainly produce taxes and have mostly citizens with very low food and knight production. Food needs to be allocated or else citizens may emigrate. Castles cannot build required structures in cities.

Development points: Additional development points are obtained when territories are expanded, which can be used to construct buildings. Insufficient development points will prevent construction.

Knights: The strongest heavy cavalry in combat, their efficiency is influenced by character knights' battle effects; they require funding.

Citizens: Main source of tax revenue and provide some well-equipped soldiers; if there's not enough food, there's a chance they'll become immigrants.

Serfs: Main producers of food who give all their output to local lords but can eat lord's food for free; if local food runs out, they face starvation; they also serve as main personnel accompanying knights on expeditions based on service ratios but cannot leave the territory or become refugees.

Freemen: Auxiliary producers of food who submit part of it according to lord's tax laws while keeping some for themselves based on average surplus per freeman in the territory; consume 1 unit of grain per month and buy lord's grain when there isn't enough or migrate or become serfs if no grain available; primary personnel for equipping low-level troops.

Priests: Increase missionary numbers but require funding.
Refugees: Citizens and freemen dissatisfied with their need for loyalty may turn into refugees then move to neighboring provinces.
Religion population only counts citizens, freemen, serfs & refugees - Knights & priests default view same faith as lords - Mouse over each population shows specific religious populations
Tax rate changes within feudal taxation law have obvious effects - Higher rates result in lower loyalty

Food (grain): Mainly produced by serfs & freemen with storage limit provided by granary indicated after number – exceeding limit causes proportional damage – certain bonuses can reduce damage proportion

Loyalty decreases chances of small-scale migration due to dissatisfaction among people leading eventually towards independence – If not handled promptly could lead province joining other countries or becoming vassals making it difficult reclaiming later

Health determines likelihoods outbreak epidemic & population growth

Epidemic once outbreak has two figures maximum rounds vs current round–when current reaches max rounds epidemic ends–graveyard prevents increase max rounds during outbreaks–hospital has small chance directly end epidemics

Average surplus per Freeman After annual September harvest remaining grains distributed equally among Freemen consuming 1 grain monthly- insufficient grains purchase from territorial stockpile/migrate/become Serf

Legitimacy Non-legitimate occupation requires 30 years assimilation period changing corresponding culture-some bonuses decrease this requirement year count

Fertility correction coefficient affecting grain output-reduces fertility after annual harvest-can adjust fallow ratio every November allowing some fields recover nutrients-specific slider adjustment shown right side each territory data-fallow directly affects grain output ratio

School Cultural research point production reduces loyalty
Tavern Increases loyalty affects health liquor tax
Training ground Knight production unavailable in city
Monastery Brainwashing missionaries
Granary Increases Grain Storage Limit
Mill Increases Grain Output Mill Tax
Hospital Small chance directly end epidemics increases health
Dung heap Increases Health
Graveyard Reduces extension probability during epidemic
Blacksmith Tax income equipment output
Market Tax income trade tax
Port Tax income additional grain output Port tax
Gold mine Eventual large income after exploration

Shipyard Warship production incurs cost
Expansion Adds development points post-upgrade

Coastal territories possess shipyards/port functions

Manor serves as basic territory automatically transforming into castle/city upon meeting building requirements-all non-buildable structures will be demolished-transforming these types back into manors demolishes required structures turning them back into manors

The pentagram at bottom-left represents provincial capital ⚓️represents port

Corresponding right side displays related data-different types display different icons-clicking right-side tax rate button allows manual exemption

Some sea areas feature blue dots indicating naval bases considered part territorial data-naval bases enable maritime invasion triggering naval battles-if no war targets multiple lords' warships present probabilistically trigger friction/losses-evenually occupied by one lord-country owning naval base gains bonus taxes/trade taxes

If you want invade Northern Europe from Britain Island send your built warships North Sea three naval bases until opponent withdraws considered occupied-one-by-one occupy before invading Northern Europe-default start owned by Danes

No visual representation naval battles currently planned-only notifications sent! Military interface includes dedicated maritime control interface/warship deployment

A single fiefdom may have numerous sea area warships displayed here-adjust/change sea area warship quantity according needs

Heirs and supporters

Please note that all translations are from Google Translate.

Today we're going to talk about inheritance law and the supporters of heirs.

In this game, inheritance is not only determined by laws such as primogeniture law, youngest inheritance law, electoral inheritance law, etc.

Everyone has a favorite child. I like the second child. He's a genius. Does the law mean the first child has to inherit?

Can't I just be tough and let the middle brother inherit?

Yes, we do! Of course you can!

Legal succession Law and designation of heirs


Inheritance in the game will distinguish between legal inheritance and designated inheritance.

Legal succession: The law of succession determines who inherits your titles and lands. Most vassals may be inclined to this, especially the old school lords! They follow the inheritance laws more closely.

Designated succession: This is not designated succession law, this is your preferred child. You designate one of your preferred children to inherit the title upon your death, also to play a role after your death.

When the designated succession and the legal succession are the same person, then everything is fine, which is what everyone wants to see, which greatly reduces the probability of succession wars.

On the other hand, if the designated heir and the legal heir are not the same person, then the probability of succession war will be very high.

Supporter


Each heir would have their supporters, either vassals or other foreign lords. In the event of a war of succession, these supporters would send knights to support the successor's claim to his possession. This probability exists even if the law and the designated heir are one person, unless you have only one child, as long as you have many children, then he is likely to be supported by others and increase the probability of succession wars, especially if these children have their own territory, it will increase the probability of them fighting for succession.

All supporters will be displayed on the left side of the screen, they will show the object of support, the legal heir will be represented by the gold crown, the designated heir will be represented by the silver crown, the rest of the heirs will be represented by a number, this number is not their line of succession, just a code!

Each heir candidate also shows how many lords currently support him!

Ignore the historical nature of the succession candidates in order to demonstrate randomly generated characters.

As you can see here, William currently has four sons who are all randomly generated

It is now the law of primogeniture, so the 13-year-old eldest son Robert is naturally the legal heir, and in the absence of a designated heir, the player will play as Robert once he dies.

However, it can be seen that each of the four sons has a different vassal supporting them, so there is a 30% chance that a succession war will break out. At the same time, in the supporters, you can see that each person's support tag corresponds to the candidate's number, and they will be arranged together.

For a variety of reasons, I have a penchant for penis! A genius, will become a great tool in the future, I also find God opened the light! It was my dream at night, so I insisted that the second brother should inherit, which led to the difference between the legal heir and the heir I liked, plus the vassals have their own supporters, the probability of succession wars increased, and the second brother has my support which makes him the support of seven lords.

In order to reduce the probability of succession war, I have decided to enlist the Overlord to support my decision. I decided to promise him a fiefdom, to owe him a favour, in the hope that he would be replaced by the favoured heir. As you can see, the Earl of Lancaster has agreed, and the lords he supports have changed. But the probability of succession wars did not decrease because the supporting lords were too spread out. So we have to keep the overlord on our side.

This time I have decided to enlist the Holy Roman Emperor to support my heir! Also promised a piece of land and owed him a favor, hoping for his support.

With the support of the Holy Roman Emperor, my heir has one more vote, and the odds of a succession war are reduced in the face of great power.

In order to avoid the succession war as much as possible, and also to demonstrate the crazy debt, the Lord will all support their second son! But the old lords couldn't get through, because they were very compliant with the inheritance laws.
In order to smooth the succession of my second son, I have enlisted the King of Scotland, the Duke of Aquitaine. Having reduced the odds of a succession war to 15%, all my vassals now supported my decision except a few old-school stalwarts and my eldest son, Robert himself. I owe a lot of favors and fiefdoms for it!

To sum up, switching to a designated succession law can more effectively reduce the probability of succession wars, and the old guard will no longer oppose you!

Contract and negotiation

Please note that all English is derived from Google Translate
Diplomatic Treaties

When two independent lords negotiate their interests or sign diplomatic treaties after a war, the treaty is simplified compared to others, focusing only on taxes and military service. Each quarter, a certain amount of tax must be paid to the other party, and in times of war, a specific proportion of military support must be provided.
The game scenario begins in January 1067. At this time, William the Conqueror has transitioned from being the Duke of Normandy under France to becoming the King of England. However, he remains a vassal to France and thus has signed a diplomatic treaty with them. Quarterly taxes are required to be paid, and in case of war declared by the King of France, knights need to be provided for battle. Of course, William also has the option to annul this diplomatic treaty.

System Contracts

The Holy Roman Empire is not a unified country but rather an alliance formed by independent lords and their vassals. Only independent lords can join this system.
After completing policy reforms within the Holy Roman Empire contract system, it becomes possible for members within the empire to sign system contracts with the emperor. These members are independent lords within the empire who can pay taxes to the emperor and provide military service as well as perform other functions such as appointing electors or hereditary electors.

Hereditary Electors: By default yes; when set otherwise and an elector dies without an heir, allowing automatic reappointment by the emperor
Voting Rights: Only members with voting rights can participate in imperial meetings
Forced Alliance: When declaring war as Emperor, member states are obligated to provide 100% knight participation


Vassalage Contracts

Compared to other contracts, vassalage contracts have more extensive terms.
Each vassal will have one particular clause highlighted during contract generation that they care about most - satisfying this clause earns double approval points.
Automatic Title Promotion: When a lord accumulates enough prestige and territory holdings they can automatically advance in rank without requiring approval from their superior lord
Capital Defense: If an overlord's capital is attacked then subordinate lords who have signed this contract must unconditionally provide 100% knight support
Stone Castles: Default castles are made of wood; stone castles offer higher defensive efficiency
Territorial Protection: Overlords cannot reclaim territories held by their vassals
Voting Rights: Vassals with voting rights may participate in decisions when overlords' authority is low or decisions require voting
Hereditary Titles: By default yes; if not set so then upon death titles will degrade until reaching lowest level

Below these ranks there exist honor knights, knights,and nobles which are roles held by individuals without land holdings.
Negotiation & Diplomacy

In essence it involves exchanging benefits where superiors offer incentives for vassals' cooperation in order to obtain desired benefits themselves through either concessions or negotiations. Once negotiated agreements are signed there is a 20-year freeze period before renegotiation becomes possible again. Different clauses require different levels of approval which can be obtained through high credit ratings used for accruing favors promised lands etc., or through territorial claims among other methods.


Your credibility affects your promises & commitments - higher credibility means greater value while lower credibility renders them ineffective eventually losing all value altogether.
Favors owed carry over but commitments do so probabilistically.


In some scenarios you may seek support via negotiation e.g., accusing another lord at Imperial meetings where you might exchange promises/favors for votes even during elections for successor emperors/empresses.




Due lack reform no access System Contracts within HRE yet

Exchanging promise favor vote support


Some features remain undeveloped like negotiating independence into becoming one's own liege signing feudal/diplomatic treaties etc..