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Monarch : Medieval Remastered News

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..

Map

Please note that the translation of this announcement came from Google


Lords and Titles

In the remastered version, although the map is divided into individual provinces, it is not the most important aspect. Each province consists of at least one capital castle - yes, it must be a castle. Other smaller icons default to manors, each of which can be enfeoffed to a noble as a lord. Once a character has land granted to them, they can be referred to as a lord.

Titles and territories are not the same thing. Taking Northumbria as an example: when you grant Northumbria to Noble A, they are then known as Lord of Northumbria. You can gradually confer titles upon them such as baron, count, or duke - whatever you prefer. You can also specify in the contract that they will automatically ascend in title once certain conditions are met. Each level of title comes with its own benefits; only after obtaining a title can they be referred to as Duke of Northumbria.

Titles can also be determined through contracts whether they are hereditary or demoted; when demotion is chosen, the title will decrease by one level upon the character's death until reaching lordship level. A lord refers to all characters who possess land; those without land are referred to as nobles.

Routes

Each province is connected by major castles. If all your fiefs are within one province, you must occupy all major castles in that province before advancing through connected routes into another province. In order to minimize repeated attacks on each territory within a region: after successfully occupying the capital castle of a province, non-castle fiefs may surrender randomly - for example manors and cities - while manors upgraded into castles and major castles will not surrender and will reduce the probability of other fiefs surrendering.

Manor,Castle,City

Territories in-game come in three forms: manor,caslte,and city.
The main territory of each province is represented by castles which cannot change their type; all others start off as manors at game start but through various building upgrades automatically convert into either castles or cities.When necessary buildings have been demolished,the corresponding type reverts back down into being just manors.
Castles mainly provide knight output along with moderate food supply and tax income.
Cities primarily generate tax income but have very limited food production requiring players' own allocation for food supplies.
Manors mainly produce food with minimal tax income and some knights.
Apart from Manors,some buildings within Castesl & Cities would become restricted from construction if already built prior upgrading.Some coastal territories feature ports.

Naval Power & Sea Areas

Currently not depicted on map,
For instance,the area between Northern Europe & British Isles,is controlled by three sea areas,namely Western Coast,North Sea,& Eastern Coast.Defaultly these sea areas would initially belong under control 3 countries from Northern Europe who could invade British Isles via these sea areas.Eastern Coast connects with Northumberland,Aberdeen,Suffolk,Flanders,enabling free invasion among any one

Warships produced originate from shipyards located within coastal territories.The number determines control over sea areas.They do not engage in combat scenes,rather simply informing battle results.Hence controlling rights over sea routes becomes essential for invading other territories.Some shorter coastlines merely contain single point controls,e.g.Baltic Sea

There are currently 1425 territories

These currently represent all available territorial data on maps during beta testing phase.Additional regions like Hungary ,Poland,Bulgaria,E.Roman Empire,Balkans related territorial data shall follow later.This initial batch involves mere physical labor,purely adding data.Artwork mapping etc.will suffice.Complementary mechanisms pertaining cultural aspects shall accompany this too.Below shows current full map.As mentioned earlier FAQ,this won't delve further here.


Some provincial names directly serve as fief names,in order facilitate distinction

When creating game maps,I referenced Google Maps,hence there might exist discrepancies between territorial names appearing & corresponding historical periods.
Please bear this mind.