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Rules to Renaissance 1454; Version 2.0
Topic Started: Aug 2 2009, 05:20 AM (68 Views)
Scipio
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Rules to Renaissance 1454

Overview

These Game Rules are written in a linear fashion, thus any rules described in a section assume knowledge of all preceding sections. Players are therefore advised to read this topic at least once over from start to finish, so as to completely understand the many systems used in the game. Subsequently, players can continue to refer to Game Rules for statistical information such as build times and training costs, throughout the course of roleplaying their state.

Also note that while these Game Rules attempt to briefly describe the structure of 15th century governance and society in the process of explaining game mechanisms, they assume that the player has some minimum knowledge of the period, especially the way in which diplomacy and war worked. Good topics to read up on as basic foundation are the Renaissance, the Hundred Years War, the Wars of the Roses, the Fall of Constantinople and the Wars in Lombardy, among others.

Lastly, note that while there are many playable states in Renaissance 1454, statistical information is only listed in the Game Rules for the states listed in the "List of Playable States". Statistics on other states will only be added in a separate Annex topic when required.

List of Contents

List of Playable States
Section 1: Introduction
Section 2: State Finances
2.1. State Revenue
2.2. State Budget
2.3. Loans and Interest
Section 3: Feudal Society
3.1. National Populations
3.2. Social Classes
3.3. Social Stability
3.4. Religion
Section 4: Military Systems
4.1. Feudal/Militia Armies
4.2. Standing Armies
4.3. Mercenaries
Section 5: Land Warfare
5.1. Campaigning and Sieges
5.2. Types of Fortifications
Section 6: Naval Warfare
6.1. Types of Warships
6.2. Merchant Navy
Edited by Scipio, May 29 2010, 04:47 AM.
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List of Playable States

Players may request to roleplay any of the states listed below by contacting a game administrator. The states listed here are the most powerful and most important states in Europe in 1454. States which in 1454 are controlled by a foreign monarch under a personal union (i.e. Naples, Norway and Lithuania) are not playable unless or until they become sovereign.

Please understand that the allocation of states to players is at the discretion of the administration.

Kingdom of Aragon
Kingdom of Bohemia
Kingdom of Castile
Kingdom of Denmark
Kingdom of England
Kingdom of France
Kingdom of Hungary
Kingdom of Poland
Kingdom of Portugal
Archduchy of Austria
Duchy of Burgundy
Duchy of Savoy
Duchy of Milan
Confederation of Livonia
Republic of Florence
Republic of Genoa
Republic of Venice
Mamluk Sultanate
Ottoman Empire

Section 1: Introduction

The middle of the 15th century is a pivotal time in European history. In 1453, the French recapture Bordeaux from England, ending a 116-year conflict between the two great Kingdoms of Western Europe. England is also descending into chaos domestically,
Edited by Scipio, May 29 2010, 05:00 AM.
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Section 2: State Finances

2.1. State Revenue

State revenue refers to the total amount of money that a monarch or a republic receives to work with.

Historically, revenue is mostly generated from the monarch's demesne, where he is at liberty to collect a portion of the annual harvest, levy property taxes, and so on. These contribute to what came to be known as feudal taxation. Monarchs were usually expected to manage on these taxes alone, although they had the right to tax their entire realm in exceptional circumstances (and they often did).

An example of an extraordinary tax is the French taille, which the French Kings levied on all lands in their realm occasionally. The taille, however, became permanent in 1439 and generated 1.2 million livres Tournois annually throughout the 1440s, replacing demesne taxes as the most important source of revenue. The taille set the pace for permanent direct taxation in Renaissance and early modern europe.

Another source of revenue comes from excise and tariffs, which relies on the economic prosperity of the state to generate revenue. This form of taxation, known as indirect taxation, was very popular among the more bourgeois states, especially in the Low Countries and the Italian republics, where large proportions of people are involved in trade and manufacture. In England in the 1450s, about 25% of national revenue was collected from indirect taxes. The Danish Sound Tax is another contemporary example of indirect taxation.

State revenue will change depending on the geopolitical climate. Note that a hundred years of data for English, French and Castilian revenues from the 1350s to the 1450s show no consistent year-on-year increase in revenue. Instead, players should expect their revenues to fluctuate annually, and only rise with population or territorial growth on a long-term basis.

The currency used in the game is the Florin (fl. or ƒ), a gold coin of 3.5 grams originally minted in the Italian states, but used throughout Europe. The following list shows annual state revenues as of 1454.

Kingdom of Aragon: - ƒ343,000
Kingdom of Bohemia: - ƒ260,000
Kingdom of Castile: - ƒ533,000
Kingdom of Denmark: - ƒ220,000
Kingdom of England: - ƒ317,000
Kingdom of France: - ƒ1,152,000
Kingdom of Hungary: - ƒ420,000
Kingdom of Naples: - ƒ265,000 (personal union with Aragon)
Kingdom of Norway: - ƒ75,000 (personal union with Denmark)
Kingdom of Poland: - ƒ110,000
Kingdom of Portugal: - ƒ175,000
Archduchy of Austria: - ƒ204,000
Grand Duchy of Lithuania: - ƒ170,000 (personal union with Poland)
Duchy of Burgundy: - ƒ424,000
Duchy of Savoy: - ƒ255,000
Duchy of Milan: - ƒ700,000
Confederation of Livonia: - ƒ80,000
Republic of Florence: - ƒ300,000
Republic of Genoa: - ƒ235,000
Republic of Venice: - ƒ1,030,000
Mamluk Sultanate: - ƒ400,000
Ottoman Empire: - ƒ1,400,000



2.2. State Budget

State revenue will be spent in different ways depending on the roleplaying nature of the player, however there are several guidelines on constructing an annual budget. There are six areas of state expenditure as follows:

- Army: The training and maintenance of professionals, employment of mercenaries and the upkeep of active feudal levies. Army expenditure usually fluctuates wildly between peacetime and wartime, and tends to average around 50% of ordinary revenue, depending on the state.

- Navy: The construction and maintenance of ships is vital to Mediterranean and Baltic powers, but the Navy is not usually the dominant area of expenditure in the 15th century. Naval expenditure also includes money paid for the transportation of armies across water.

- Court: Money is needed to pay the salaries of the monarch and other royals and their retinues, and also entertain the noblemen who attend the court of the monarch. High court expenditure has a positive effect on the loyalty of the nobility and clergy in a state. Court expenditure usually revolves around 5-20% of annual ordinary revenue.

- Administration: All states need to invest some money annually in administrative work such as tax collection, law enforcement and infrastructural maintenance. This greatly affects social stability, especially the loyalty of the bourgeoisie. Administrative expenditure usually falls below 20% of ordinary revenue.

- Debt Servicing: State loans require the payment of interest until they are cleared. Debt servicing should be kept at a minimum, since it lowers a state's ability to spend on other more important areas. Few states had a standing debt in the middle of the 15th century, so this area of expenditure is negligible.

- Others: Expenditure in this area includes money tendered to other monarchs through diplomatic agreements, ransom of prisoners, dowries, etc. Otherwise, any expenditure that does not fit into the five preceding areas can be categorised here.

Every player should post a State Treasury in the appropriate forum and update it every game year. This allows the finance moderator to keep a check on the economics of the game.

2.3. Loans and Interest

It is possible that the state revenue might not be able to cover the total expenditure for the year. If this is the case, the monarch must either take out private or public loans to cover the deficit.

Private loans are loans contracted between heads-of-state. They are a very common occurrence, and loans are often contracted from the wealthy Italian states such as Florence, Milan or Venice. Players should agree on the interest rate and payment schedule in private loans, for which there are no game mechanics.

Public loans, on the other hand, are loans taken out by the state from its people, usually the rich noble, merchant and clergy classes. The Italian Republics devised early forms of state bonds which they issued to their creditors as an assurance of future payment. However, this method of credit-creation has yet to take root in Europe, due to financial institutions not being very established yet.

The following states have developed their own domestic banking system, and thus can take public loans at the stated interest rates:
- Duchy of Milan: - 5.0%
- Republic of Florence: - 3.0%
- Republic of Genoa: - 6.0%
- Republic of Venice: - 4.5%

These states also have a standing public debt as of 1454:
- Duchy of Milan: - 2,000,000 fl.
- Republic of Florence: - 1,800,000 fl.
- Republic of Genoa: - 700,000 fl.
- Republic of Venice: - 3,000,000 fl.

Otherwise, all other states that currently do not have a developed banking system, have to take public loans at 10.0% interest rate.

A player who needs to take out a public loan can do so by making the necessary edits to his State Treasury thread, and accounting for the interest payments appropriately. Debt clearance is also done likewise. No moderator interaction is required.

However, a player may also repudiate part or all of his public debt, in which case he will need to send a New Message to the Moderator account, State Finances on the drop-down menu, and describe the details of the repudiation of debt. Note that refusing to pay public debts has a greatly negative effect on revenue levels and also social stability, especially the loyalty of the Bourgeoisie.
Edited by Scipio, May 29 2010, 12:16 PM.
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Section 3: Feudal Society

3.1. National Populations

The following list in this section shows the population of each playable state in Renaissance 1454.

Kingdom of Aragon: - 2,900,000
Kingdom of Bohemia: - 2,100,000
Kingdom of Castile: - 3,200,000
Kingdom of Denmark: - 1,000,000
Kingdom of England: - 2,100,000
Kingdom of France: - 13,400,000
Kingdom of Hungary: - 3,300,000
Kingdom of Naples: 3,100,000 (personal union with Aragon)
Kingdom of Norway: 300,000 (personal union with Denmark)
Kingdom of Poland: - 1,200,000
Kingdom of Portugal: - 900,000
Archduchy of Austria: - 1,850,000
Grand Duchy of Lithuania: - 1,700,000 (personal union with Poland)
Duchy of Burgundy: - 4,250,000
Duchy of Savoy: - 980,000
Duchy of Milan: - 2,400,000
Confederation of Livonia: - 800,000
Republic of Florence: - 750,000
Republic of Genoa: - 700,000
Republic of Venice: - 1,590,000
Mamluk Sultanate: 7,000,000
Ottoman Empire: - 9,500,000

3.2. Social Classes

It is important for a government to take into consideration the possible reactions from various social classes when implementing domestic policies. For example, the nobility is large and powerful in decentralised states, while in republics, there is a significant bourgeois population to satisfy, and so on.

Nobility

With the exception of the royal family, the nobility are the highest on the social ladder in renaissance society. Noblemen own land from which they generate income to support themselves, and are thus vassals of the monarch. Depending on the state, the nobility may be powerful enough to field large armies to directly challenge the authority of the monarch. However, in most cases, noble families plot against each other for wealth and court favour. By ensuring the general loyalty of the nobility, the monarch will be able to secure for himself reliable feudal armies that will rally to his cause in times of war. The loyalty of the nobility is affected by Court expenditure and pro-vassal policy.

Clergy

The clergy is composed of religious leaders within the dominion, who have powerful connections to the Church in Rome. Clergymen command much power in a state due to the emphasis the population places on religion. Thus, the clergy is in the best position to influence the loyalty of the Peasantry. The loyalty of the clergy mainly revolves around administrative expenditure. However, it can also be increased through state gifts to the Church, pro-Church policy and good relations with the Pope in Rome.

Bourgeoisie

The bourgeoisie are an emerging class of merchants and craftsman who generally live within the walls of large cities. They are neither noble nor peasant, and their status and power comes from the wealth they have accumulated by being masters of their trade. In more modern states such as the Italian republics, the bourgeoisie are of utmost importance, being the primary drivers of the economy. The loyalty of the bourgeoisie can be ensured with sound economic policy and high administrative expenditure.

Peasantry

Peasants are farmers who work on the fields, either for their lords in return for lodging, food and security, or as freeholders. They are considered the poorest social class, and yet, form the largest group of people in almost all countries. Peasants are important for the manpower they are able to provide in levied armies, whether from demesne or fiefs.

3.3. Social Stability

Social Stability is the second of three important areas of consideration in roleplay (the other two being the state budget and the military). It is an aggregate estimate of the combined loyalty levels of each social class in the country. It can be described as a measure of the likelihood of rebellion, i.e., a low stability level means that the population is unhappy and likely to take arms against the monarch. When a monarch's vassals rebel against him, they are likely to levy their own feudal armies to challenge the crown.

In Renaissance 1454, social stability can take any value from -3 to +3, including 0, making a total of seven possible levels.

The list below shows the level of social stability for each state as of 1454. Social stability change is reflected annually, according to roleplay conducted by the player of the course of the game year (through state finances, domestic affairs, diplomacy, etc):

Kingdom of Aragon: +1
Kingdom of Bohemia: +1
Kingdom of Castile: +1
Kingdom of Denmark: +2
Kingdom of England: -1
Kingdom of France: -1
Kingdom of Hungary: +1
Kingdom of Naples: +1 (personal union with Aragon)
Kingdom of Norway: +2 (personal union with Denmark)
Kingdom of Poland: +1
Kingdom of Portugal: +1
Archduchy of Austria: +1
Grand Duchy of Lithuania: +1 (personal union with Poland)
Duchy of Burgundy: +2
Duchy of Savoy: +2
Duchy of Milan: +2
Confederation of Livonia: 0
Republic of Florence: +3
Republic of Genoa: +2
Republic of Venice: +2
Mamluk Sultanate: +1
Ottoman Empire: 0

3.4. Religion

Religion is an important part of Renaissance society. It determines not only the loyalty of the population to the monarch, but also the diplomatic relations among countries. The four religions in 15th Century Europe are Roman Catholicism, Orthodox Christianity, Sunni Islam and Shi'a Islam. Generally, all of Western Europe is Roman Catholic and thus falls under the rule of the Papal State, with the exception of the Kingdom of Granada, which is Sunni. In Eastern and Southeastern Europe, states such as the Russian and Balkan principalities fall under Orthodox Christianity. A small population of Pagans continue to survive in the Steppe region. Asia Minor and the Barbary Coast are mainly dominated by Sunni Muslims, whereas the Mamluk Empire is mostly Shi'ite.
Edited by Scipio, May 29 2010, 12:27 PM.
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Section 4: Military Systems

4.1. Feudal/Militia Armies

Feudal and Militia Armies were used by monarchies and republics respectively. They were impermanent armies raised only in times of war and disbanded thereafter. Feudal armies usually have a backbone of knights and men-at-arms, with a retinue of crossbowmen, archers, footmen and perhaps some light cavalry. Militia armies are more diverse, depending on the region from which they were recruited.

Feudal or Militia Armies are a cheap alternative to standing armies, however they are less disciplined and less effective in battles.

To raise a Feudal or Militia army, simply post in your Domestic Affairs. For Feudal Armies, state the intended number of knights to be raised. A moderator will post the actualy number of knights raised as well as the number of men-at-arms and the size of the retinue. For Militia armies, the player may post the intended number of infantry and cavalry to be raised, which will also ultimately be determined by a moderator. In both cases, the moderator will also post the total cost of raising the feudal or militia levy.

Note that Feudal/Militia Armies do not incur upkeep, however they are usually only active for one to two years of service before they are forcibly disbanded.
Players may not levy more than 5% of their population in Feudal/Militia Armies.

(per 100 men)

Knights / Heavy Cavalry:- ƒ1,200 monthly upkeep
Men-at-Arms / Heavy Infantry:- ƒ600 monthly upkeep
Mounted Archers / Light Cavalry:- ƒ300 monthly upkeep
Foot Archers / Crossbowmen:- ƒ150 monthly upkeep
Light Infantry:- ƒ100 monthly upkeep

Source: French Armies of the Hundred Years War by David Nicolle, pg 21

4.2. Standing Armies

Standing Armies are named as such for their permanent nature. They consist of men who are paid to be professional soldiers; thus, standing armies incur upkeep in peace and in war. The first standing armies in Europe were raised by the Ottomans in the form of their formidable Janissaries, while the first professionals in continental Europe were the Gendarmes trained by the King of France to serve as a permanent cavalry force.

The main advantage of using standing armies as opposed to raising feudal levies, is that they are able to respond to any threats very quickly. In addition, professional soldiers are more disciplined in battles, are less likely to revolt or desert, and do not lose their battle experience in peacetime.

To raise a standing army or add more troops to an existing army, simply post in your Domestic Affairs. You may choose the type of unit and number of soldiers to raise, provided that you have enough money to pay the costs of equipping and training them. It is also usually a good idea to ensure in advance that your finances are able to support the increased upkeep costs for the following year. (Although this may be considered a luxury in war.)

(per 100 men)

Heavy Cavalry:- ƒ7,700 to raise, ƒ4,600 annual upkeep
Mounted Archers / Light Cavalry:- ƒ5,000 to raise, ƒ2,300 annual upkeep

Ottoman Janissaries:- ƒ8,000 to raise, ƒ5,000 annual upkeep
Heavy Infantry:- ƒ7,000 to raise, ƒ6,000 annual upkeep
Light Infantry:- ƒ1,000 to raise, ƒ1,000 annual upkeep

Crossbowmen:- ƒ2,000 to raise, ƒ1,500 annual upkeep
Archers:- ƒ1,000 to raise, ƒ1,500 annual upkeep
Handgunners:- ƒ3,000 to raise, ƒ2,000 annual upkeep

(per 5 guns and 50 gunners)

Artillery:- ƒ3,000 to raise, ƒ1,000 annual upkeep

(all troops take 3 months to raise, regardless of type)

4.3. Mercenaries

The third type of army available to states is a mercenary army. These are professional soldiers hired by state governments. Mercenaries will provide their own weapons, and do not need to be trained. They can be hired very quickly but at a high cost, and their loyalty can usually be ensured simply with prompt annual salaries. However, mercenaries desert very easily when they do not receive payment.

Several types of mercenaries may be hired depending on the region. States that hire mercenaries must make the necessary arrangements to transport the troops to their intended destination.

(per 100 men)

Heavy Cavalry ƒ10,000 annually
Hungarian Hussars (Hungary)

Light Cavalry ƒ6,000 per year
Cossacks (Crimea, Russian Principalities)
Mamluk Cavalry (Egypt, Near East)
German Cavalry (Germany)
Stradioti (Albania, Dalmatia, Epirus, Morea)
Moorish Light Cavalry (Barbary States, Iberian Peninsula)

Heavy Infantry
Flemish Pikemen/Halberdiers (Flanders)
Scottish Men-at-Arms (Scotland)
Swiss Pikemen (Swiss Cantons) ƒ4,000 per year

Medium Infantry
Iberian Men-at-Arms (Iberian Peninsula)
French Men-at-Arms (Anjou, Brittany, France, Provence, Savoy)
Italian Infantry (Italian Peninsula)
Balkan Infantry (Bosnia, Croatia, Serbia)
Genoese Crossbowmen (Genoa)

Light Infantry ƒ3,000 per year
Longbowmen (England, Wales)
Ghazi Infantry (Anatolia, Near East)

4.4. Condottieri

Condottieri (singular condottiero, translated as "contractor") are Italian mercenary leaders who lead companies of soldiers to fight for whoever will pay them. They are popular among the Italian states including the Papacy.

Mercenary companies led by condottieri are organised into "lances" of five men each, consisting of a knight, a squire, a page and two men-at-arms. Throughout the late middle ages, the wages paid to condottieri have been wildly variable. Pope Gregory XI paid ƒ18 per lance per month in 1371, but the 15th century has seen a flood of condottieri in the market, such that the average price had fallen to around ƒ9 per lance by the 1430s.

Condottieri come in three experience levels in Renaissance: 1454. "Regular" condottiero are the cheapest, while "Experienced" ones are slightly costlier and also more effective in battle. They may be hired any time at the following prices:

(per 100 men)

Regular Condottieri:- ƒ2,000 to raise
Experienced Condottieri:- ƒ3,000 to raise

To hire "Veteran" condottieri, who are usually named and very limited in number, a player will have to post in a relevant condottieri topic on the forum.

Source: Condottiere 1300-1500: Infamous Medieval Mercenaries by David Murphy, pg 10
Edited by Scipio, May 31 2010, 02:07 PM.
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Section 5: Land Warfare

5.1. Campaigning and Sieges

A common strategy employed by both the French and English forces during the Hundred Years' War was that of the chevauchée, which was a method to weaken the enemy by pillaging the countryside and reducing the capacity for war. However, French strategy towards the early 15th century evolved towards forcing the enemy to conduct siege warfare, which is extremely expensive for the besiegers.

In Renaissance 1454, players may conduct public or secret military movements. Public movements are posted by the player on the respective theatres of war threads. Secret movements, should there be a need to conduct those, are sent to the account of the Battle Moderator, who will take note of them and evaluate any necessary actions. However, note that large-scale movements, even if planned in secret, usually turn out to be very public, due to the difficulty of hiding a large army from public scrutiny.

In times of war, players are advised to send only broad campaigning strategies to the Battle Moderator, instead of detailed tactical orders, since monarchs cannot usually micromanage at this level.

It is possible for the attackers to construct trenches and trebuchets during a siege. The besieging player should send these orders should he wish to commence any of these engineering works during a siege. Siege engineering does not cost money; only manpower and time.

5.2. Types of Fortifications

To simplify gameplay, there are two types of fortifications.

The first involves city fortifications. All cities in the Medieval world have adequate walls and towers for defence. Cities also have their own militia and artillery to hold off besiegers until a relief army arrives. The size of city militia and artillery batteries in a player's state depends three factors:
- Size and Importance of City
- Social Stability Level
- Administrative Expenditure Level

Players do not need to keep track of or pay upkeep for city militia. They are brought into context only when a city is under siege.

A city is able to repair its walls and replace its militia and artillery after a war, but the speed at which this is conducted also depends on social stability and administrative expenditure level.

To facilitate the rapid repair of a city's defences, a monarch can invest money into the process.

The second type of fortification is an encampment. These large facilities are usually situated close to cities or at strategic locations. Players should state the location of all their armies at any point in the game. It is possible to have encampments on foreign soil under special circumstances (e.g. war).
Edited by Scipio, Aug 2 2009, 05:27 AM.
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Section 6: Naval Warfare

6.1. Types of Warships

Naval Warfare in the 15th century continues to revolve around mainly the use of heavily-manned Galleys powered by both oar and sail. Fighting remains largely restricted to coastal waters. Cannons are increasingly popular on galleys, with some larger ships built by the Italian republics featuring at least one 32-pound culverin and as many as eight lighter guns, including swivel cannons.

For the high seas, the Cog remains a popular choice for its large cargo space, speed and durability, allowing it to traverse more inhospitable waters such as the English Channel and the Atlantic coast of Europe.

States such as Portugal have developed very quick and seaworthy Caravels, normally of 20 to 30 metres in length and up to 100 tonnes in weight. These ships, however, are more suited to exploration than warfare, due to their small crew and light armament. Recently, large caravels have been built to accomodate a fighting crew and even some guns. These newer warships are called Carracks.

(per ship)

18-Oar Galley:- ƒ500 and 3 months to construct, ƒ2,200 annual upkeep
(110 rowers and 50 marines, 1 heavy gun, 4 light guns)

32-Oar Galleass:- ƒ1,000 and 6 months to construct, ƒ4,000 annual upkeep
Only buildable by Florence, Genoa and Venice
(200 rowers and 90 marines, 1 heavy gun, 8 light guns)

Cog:- ƒ2,000 and 6 months to construct, ƒ800 annual upkeep
(10 sailors, 1 light gun)

Xebec:- ƒ2,000 and 6 months to construct, ƒ1,200 annual upkeep
(15 sailors, 1 light gun)

Caravel:- ƒ4,000 and 9 months to construct, ƒ1,500 annual upkeep
(20 sailors, 4 medium guns)

Carrack:- ƒ7,000 and 9 months to construct, ƒ2,500 annual upkeep
Only buildable by Portugal
(40 sailors, 2 heavy guns, 6 medium guns)

6.2. Merchant Navy

Galleys that are part of a state's merchant fleet can be hired by the state to transport troops across water, or converted into warships by installing the necessary foredecks, guns, etc.

Each merchant galley is capable of carrying up to 200 infantry, 100 cavalry or 10 guns when used as a transport.

When you wish to transport an army across a body of water, you may hire merchant galleys at a cost of ƒ500 per ship per trip, regardless of distance.

To convert a merchant ship into a warship, a cost of ƒ200 per ship must be paid, and subsequently, the converted ship will cost an upkeep of ƒ1,500 annually until it is decommissioned and returned to the merchant fleet. The conversion cost is non-refundable.

The following list shows the size of each state's merchant fleet. When ships from the merchant fleet are converted into warships, they are permanently removed from the merchant fleet unless they are subsequently decommissioned and returned.

Kingdom of Aragon:- 130
Kingdom of Bohemia:- Landlocked
Kingdom of Castile:- 175
Kingdom of Denmark:- 550
Kingdom of England:- 80
Kingdom of France:- 50
Kingdom of Hungary:- 25
Kingdom of Naples:- 120
Kingdom of Poland:- 15
Kingdom of Portugal:- 200
Archduchy of Austria:- 25
Duchy of Burgundy:- 105
Duchy of Savoy:- 45
Duchy of Milan:- Landlocked
Republic of Florence:- 225
Republic of Genoa:- 475
Republic of Venice:- 3,000
Mamluk Sultanate:- 75
Ottoman Empire:- 160

Merchant fleets can grow or shrink annually depending on geo-political conditions such as guerre de course, pro-trade policies, acquisition of additional seaports, etc.
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Edited by Scipio, Aug 2 2009, 05:49 AM.
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