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Policy, Authority and English French Unique Mechanics

Please note that this text translation is from Google
Policies

Currently, there are 19 general policies, including:
  • Census
  • Legal assimilation
  • Land confiscation
  • Language education
  • Monastery robbery
  • Power reduction
  • Forced grain requisition
  • Tax collection
  • Promoting stability
  • Enhancing intelligence network
  • Declaration of vassal obligations
  • Increasing legitimacy
  • Cultural dissemination
  • Religious dissemination
  • Corruption reduction
  • General knight recruitment
  • Construction projects
  • Knight tournaments
  • Eliminating conspiracies

In addition to the general policies, there are also specific policies for different cultures and countries. Each policy issuance requires political influence, referred to as "influence" here. Furthermore, the issuance of a policy requires the presence of relevant cabinet ministers for implementation. The required cabinet name and its administrative capabilities will be displayed below each policy. During the policy issuance process, progress is increased every turn (every ten days), determined by the administrative capabilities of the cabinet ministers. Additionally, events related to progress may occur during this period that require decisions from lords. Once a policy is issued, it will have a cooldown period of 12 months.
Authority

Alternatively speaking, in previous versions authority was determined by players clicking to select their level of power; however I believe that authority should be based on strength rather than subjective perception. Therefore I have established a scoring system derived from data related to contracts, military strength, and number of fiefs among other factors which forms the final authority value.
It is associated with data such as:

  • Number of fiefs
  • Number of knights
  • Quality of troops - average level across all troops
  • Benefit degree from contracts - when contracts lean towards benefiting higher-ranking lords, authority naturally increases


Administrative Officials" Special Function for English-French Culture

When the relevant culture in English-French regions unlocks the Administrative Officials technology , an official interface will be unlocked.
At this point ,the lord must be at king level and have established a country.
In this interface ,each region with an occupied administrative capital will be displayed regardless if these fiefs are directly under your control or belong to your vassals or even further down your vassal's vassals; as long as you are their liege lord it counts.If there are other independent lords within this region then taxes won't be collected from those lands.


Once you appoint an administrative official they will collect taxes locally.This can cause extreme dissatisfaction among your vassals.Additionally,every region has one troop unit that can be directly commanded.

Each region has three different tasks: tax collection,evangelism,and legal assimilation.These three tasks collectively make up 100% task efficiency.Switching any one task reduces efficiency to 60%, while each remaining task only operates at 20% efficiency.Administrative officials' effectiveness is determined by their salary ratio + administrative capability.The higher their salary,the more effective they become.

Each official can only serve in one region and cannot hold multiple positions simultaneously."

Feudal forces & Battalion

Feudal Forces

Each direct fief of the lord will have two feudal battalions, one for the knight forces and one for the serf forces.
The composition of the serf forces is determined by the number of knights in the fief and the serf service law.
At the beginning of the game, 1 knight will accompany 5 serfs to participate in war by default.
After modifying the service law, this number can increase to a maximum of 10. Some cultural or national modifiers can also increase this number.
Each battalion is independent on the battlefield.


Military Laws
  • The ratio of serfs determines how many serfs will accompany each knight into battle.
  • The service period determines how many days it takes for feudal forces to generate maintenance costs. During this period, there are no maintenance costs.
  • Training determines their morale limit and affects attack and defense efficiency.


Battalion

The standing army is composed of citizens and free farmers, with different sources of population for different battalions.
Archers, crossbowmen, shield spearmen, as well as some special units such as longbows and light infantry are composed of free farmers.
Sword-and-shield infantry, cavalry, pike formations, as well as some special units like Varangian Guards, two-handed swordsmen, Flemish infantry are composed of citizens.
When your battalion lacks corresponding population source(s), it cannot be replenished.

Please note: Due to demonstration purposes here,the limit on battalion numbers has been removed.



Battalion Details


Feudal battalions cannot change equipment; they can only upgrade current battalion skills. Some special battalions also cannot change equipment; they represent historically famous units.

Standing armies Battalion can change equipment to alter corresponding data such as light cavalry or heavy cavalry based on your decision.

Every 2 levels a battalion gains one skill point; different unit types have some differences that can be upgraded to change certain attributes.

you can change icon or name




Standing armies Battalion recruit soldiers within their direct fiefs every month with a maximum recruitment capacity per month per battalion being 10 soldiers. Once these populations become soldiers,
the fief will remove these populations accordingly reducing food supply and tax revenue.You can increase soldier capacity up to level 5 to raise more troops.


In non-war states standing army maintenance cost is half displayed cost just like taxes deducted quarterly but when war breaks out then monthly payments apply.When you do not have enough funds,
they will stop recruiting new people while existing soldiers may resign back into civilian life at their respective fiefs.

Succession mechanism & Regency brief

Please note that all content is from Google Translate


Inheritance Mechanism

First of all, the inheritance logic within the game has been modified. In a situation where a lord does not have male heirs, females are also eligible to inherit fiefs and titles. However, once the lord has male heirs, the inheritance rights of females will be immediately revoked.

Currently, there is no specific female inheritance law in the game. If players want to play as female characters, they can only do so if their father does not have sons.

Furthermore, when a character holds different positions, their inheritance logic varies. Titles of nobility, fiefs, and official positions are all independent of each other.
For example: if the deceased was a duke and you were a baron, upon inheriting the title you would become a duke while your liege might just be an earl.

The vassals of the deceased will be taken over by the heir according to inheritance laws.

There are various combinations for both heir and deceased identities:

Heir:
- Courtier
- Courtier Official
- Administrative Official
- Cabinet Official
- Vassal
- Independent Lord
- System Member

Deceased:
- Independent Lord
- National Sovereign/ Monarch
- Vassal
- System Member
- Leader
- Courtier
- Courtier Official
- Administrative Official
- Cabinet Official
- Heir's Father

Possible scenarios include:
If an heir is a courtier or official (courtier/cabinet/administrative) and inherits from an independent lord or system member within their own faction or outside it; they will remove their current position and inherit contracts and fiefs from that independent lord/system member.

If an heir is part of another faction but inherits from an independent lord within that same faction; they will remove their current position but retain contracts/fiefs unless special clauses apply such as hereditary titles being revoked or lowering one's own title.

If an heir is part of another faction but inherits from a vassal; they will take over primary fiefdoms/contracts without changing lieges unless special clauses apply such as hereditary titles being revoked or lowering one's own title.

If an heir is part of another faction but inherits from someone who shares their liege; they will take over primary fiefdoms/contracts without changing lieges unless special clauses apply such as hereditary titles being revoked or lowering one's own title.


These are just some examples among many possible scenarios involving different combinations between heirs' and deceased individuals' identities.


A special case involves system leaders like emperors in Holy Roman Empire - after death these leaders' successors are elected through meetings rather than following feudal succession laws.


Regency

This feature hasn't been fully implemented yet but here's what has been completed so far:

As regent with strong influence in cabinet when no one can challenge me,

I can decide on cabinet appointments

I can change contracts for other vassals

I can reclaim lands held by other vassals

When my liege lacks heirs I can designate his next successor within his family or even appoint myself if he doesn't reach adulthood – provided my influence in cabinet remains unchallenged


Other cabinets also offer corresponding interactions:

Requesting assistance with certain matters

Seeking help with forging claims/reducing infamy from foreign minister

Reclaiming taxes paid for more than ten years through finance minister

Training knights through military minister

Clearing my name/judging guilty vassals via grand judge


Interactions with cabinet ministers remain available regardless whether you're part of any cabinet.

Speaking of the regency, let's not forget the very real relationship between Capet in Paris and the Duke of Aquitaine at the beginning of 1067
Experience Regent Aquitaine is a great option, if using Capet to break the game is another feature.

More details about regency-related content will be explained through storytelling format in future updates.

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.