Lance Recruitment System Warband
The lance fournie (French: 'equipped lance') was a equivalent to the modern army that would have accompanied and supported a (a heavily armoured horseman popularly known as a 'knight') in battle. These units formed under a either as mercenary bands or in the retinue of wealthy. Each lance was supposed to include a mixture of troop types (the men-at-arms themselves, lighter cavalry, infantry, and even noncombatant pages) that would have guaranteed a desirable balance between the various components of the company at large; however, it is often difficult to determine the exact composition of the lance in any given company as the available sources are few and often centuries apart.A lance was usually led and raised by a knight in the service of his, yet it is not uncommon in certain periods to have a less privileged man, such as a, lead a lance. More powerful knights, also known as a, could field multiple lances. Contents.Origins The origins of the lance lie in the retinues of medieval knights (Chaucer's Knight in the Canterbury Tales, with his son the Squire and his archer Yeoman has similarities to a lance). When called by the liege, the knight would command men from his and possibly those of his liege lord or in this later's stead.
Recruitment Management System
Out of the concept of, associated with horsemanship and its arms, a correlation slowly evolved between the signature weapon of this rank, the horseman's, and the military value of the rank. In other words, when a noble spoke of his ability to field forces, the terms knights and lances became interchangeable.The lance had no consistent strength of arms throughout its usage as a unit. Different centuries and different states gave it a fluctuating character. However, the basic lance of three men; a knight, a squire who served as a fighting auxiliary and a non-combatant squire, primarily concerned on the battlefield with looking after the knight's spare horses or lances, seems to evolve in the 13th century An excellent description to convey its relevance is in Howard, 'a team of half a dozen men, like the crew of some enormous battle tank'. The 13th-century French rule of the had specified that a brother knight should have one squire if he had one warhorse, two if he had an extra one.
In addition, he had a riding horse and a packhorse. In battle the squires would follow the brothers with the spare warhorses. A similar arrangement was also seen in Spain in the 1270s, according to:Neither horse, nor armor, nor even being chosen by others is sufficient to show forth the high honor that pertains to a Knight. Instead he must be given a squire and a servant to look after his horse Organisation France The term lances fournies itself appeared much the same way as the ' Les lances fournies pour les compagnies d'ordenance du Roi.'
Or The lances furnished for the companies ordered by the King. Upon the original establishment of the French, the lances fournies were formed around a man-at-arms (a fully armored man on an armored horse) with a retinue of a page or squire, two or three archers, and a (slightly) lighter horseman known as the serjeant-at-arms or (literally 'dagger man,' a contemporary term for mounted bandits and brigands). All members in a lance were mounted for travel but only the man-at-arms and the coutilier were regularly expected to fight on horseback, though of course both members were also trained and equipped for dismounted action. Lances would be further organized as companies, each company numbering about 100 lances, effectively 400 plus fighting men and servants. These companies were sustained even in peace, and became the first standing army in modern Europe.
Burgundy The last, made a number of ordinances prescribing the organisation of his forces in the 1460s and 1470s. In the first ordinance of 1468, the army is clearly organised in three man lances; a man-at-arms, a coustillier and a valet. In the Ordinance of 1471, the army is re-organised into 1250 lances of nine men each: a man-at-arms, a coustillier, a non-combatant page, three mounted archers and three foot soldiers (a crossbowman, handgunner, and pikeman). This organisation is repeated in the 1472 and 1473 ordinances. Brittany The Duchy of Brittany also ordered the equivalent of the lance in an ordinance of 1450. While the basic lance was the familiar three man structure of man-at-arms, coutilier and page, dependent on the wealth of the man-at-arms, additional archers or juzarmiers (that is, men equipped with a ) were added.
At the highest income band specified (600–700 ), either four archers, or three archers and a juzarmier, were added to the basic unit. Italy In Italy in the 14th and 15th centuries, mercenary soldiers were recruited in units known variously as barbuta, lance or corazza, consisting of two to six men. Although it is traditionally thought that the three man lance was introduced to Italy by the mercenaries of the in the 1360s, in fact they had evolved somewhat earlier The three man lance consisted of two combatants, a man-at-arms and an armed squire, plus a page.
Occasionally, a mounted archer could be substituted for the squire.In the mid 15th century, soldiers called lanze spezzate (literally broken lances) evolved. These were men who, for some reason, had become detached from their mercenary companies and their lances and were now hired as individuals. They were then placed in new companies and lances under a new commander. Germany In Germany, an indigenous form of the lance known as a gleve (pl. Gleven) developed.
A gleve may have consisted of as many as ten men - both horse and foot soldiers - supporting the knight. The three man gleve may have existed in the early 14th century, with a knight supported by two. Later the sergeants were replaced by mercenaries. The equivalent of the lance of two combatants with page is seen in Germany in the later 14th century, when the second combatant can be a spearman or an archer. However, in various regions, other sizes of gleven existed of up to ten men, including up to three mounted archers (who would dismount to fight) and armed servants who acted as infantry. Poland Kopia (Polish for ) was the basic military formation in medieval, identical to the lance-unit employed elsewhere in Western Europe. A Kopia was composed of a knight and his (of 3–12 soldiers).
On campaign, several kopias were combined to form a larger unit, the (pl: banner).From the 15th century the term kopia was replaced by.See also.References.
The thematic basis of fashion are the events that occurred on the territory of the Roman Empire from 69 AD. They vividly and in detail described in the works of Gaius Cornelius Tacitus “History”.
Have survived only the first 4 books and part of the fifth, covering the troubled times of Galba, Otho and Vitellius until the coming to power of Vespasian (69 and 70). In some sources the period 68-69, referred to as the “Year of Four Emperors”. The time of constant conflicts for power within the Empire, in consequence of which and the increase of third-party encroachments. Based on this and the plot of the mod.You can bring the well-known Latin phrase that describes the mod and the time in history – “The War of All Against All”.The development was not conducted in full display of the historical process.Historicism was taken into account with the addition of chances for interesting gameplay, and taking into account the possibilities of the game. Optimized resource loading Warband. Removed the brakes from the trees.
Lody made for almost all subjects. Increased the quantity and quality of blood.The size of the jets of blood from the wounded bodies depends on the magnitude of the damage done.
They become more noticeable. New music. New sounds. New animations.
Animated flora. Improved colors. More grass, trees and rocks in the scenes of battles. Horizons in the scenes. In scenes soar and screaming birds. In battle on land, crows, sea gulls.
In peaceful scenes the falcons. System burning wood designs using flaming projectiles. When you hit the object starts to smoke, and then may erupt with flame, dealing damage adjacent warriors. Light house, wooden building, siege towers and shields, and ships. Dynamic change of weather on the global map(recorded scenes).
From November to April in the North of the area is likely to snow. In the winter, more rain and cloudy days.Screenshots. 11 legions and Praetorian guards, three for each Roman faction. The legions have a commander(legate), and 4 centuries(320 soldiers) from the start and replenished with 1 centuria of soldiers every 10 days.
The Praetorians will be replenished up to the maximum historical the number of 4500 soldiers. The player and all game characters have the characteristic features of their “race”. New faces and earrings for noble women. Ordinary soldiers have different faces and hairstyles, according to its fractional form.
Removed the Negroids and Mongoloids, the increased number of options of faces and hairstyles. Soldiers and leaders of different factions have different height. From 165 to 190 cm. “Heraldic” banners, shields, and armor for the Roman factions and some groups. Eliminated bald under the helmet. Replaced the armor on authentic.
You must be warriors of all types of weapons(shields, two-handed, one-handed,throwing). New banners. Removed gender selection. Start the game for the son of a Roman patrician.
The player has no armor, and troop and supplies to the faction but because of his origin he has money and fame. It is taken at any meeting of the nobility and willing to offer service of the faction.
Start the game for the squad leader and choice for the player for which of the 15 fractions he will play. The player gets a squad, features and weapons, according to the chosen faction. Start for the leader of the rebellious Numidians. The player sitting on the elephant will lead the Numidian detachment hostile to all Roman factions. If the player is not in the service of any of the factions and the state does not have culture,it can offer an Alliance to other numidiytsam and, if successful, they will join with his squad.
Start for the leader of the rebellious Scots. The player controlling the chariot, headed by a detachment of Scots, hostile factions: Picton, Briton, the Party of the North. If the player is not in the service of any of the factions and the state does not have culture, it can offer the Union to the other Scotts and Fenian and, if successful, they will join with his squad. Start for the leader of the rebel Kosobokov.
The player will lead a squad of Kosobokov, hostile factions: the Basternae, ducky, the Kingdom of Bosporus. If the player is not in the service of any of the factions and the state does not have culture, it can offer an Alliance to other costoboci, gets mad and soldiers and, if successful, they will join with his squad. Start for the leader of the rebellious Iberians.
Players will lead groups of Iberians hostile all Roman factions. If the player is not in the service of any of the factions and the state does not have culture, it can offer the Union to the other highlanders and deserters, with a little luck, they will be reunited with his squad. Start leader for the rebellious Arabs. The player leading a squad of Arabs, hostile factions: the Party of the East, Armenia, Judea. If the player is not in the service of any of the factions and the state does not have culture, it can offer an Alliance with other Arabs and Eastern robbers and, if successful, they will join with his squad. Start the navarch of the squadron rebellious. The player will lead the fleet, hostile to all the Roman factions.
If the player is not in the service of any of the factions and the state does not have culture, it can offer an Alliance with other pirates and, with luck, they will be reunited with his squad. Start for the rebellious commander of mercenaries. The player, ruling serponosnyh chariot, will lead the East squad of mercenaries, hostile to all the Roman factions. If the player is not in the service of any of the factions and the state does not have culture, it can offer an Alliance to other deserters and, if successful, they will join with his squad. Start the game for plebeians.
The player has no affiliation to the faction armor and squad, but it is accessible all the quests he has and 2000 dinars. The start of the game, a runaway Gladiator.
The player has nothing but a sword and good skill fighter. He is available for all quests. He is hostile to all the Roman factions and he has a low honor rating. Clearing his detachment from the slaves initially disabled. The hiring of recruits, according to initial cultural facilities. Removed village quests (at startup for Patricia or a squad leader). Protect the warriors.
The speed of construction of the improvements increased by 4 times. Looting settlements the player takes full in up to 80 slaves. Capture the bandits, typical for this region.
Attack bandits, typical for this region. Upon release of the settlement from the bandits increased the number of opponents and reduced to a minimum the number of settlers,.
involved in the battle on the side of the player. In the market square of the fortress, you can employ 4 types of soldiers, depending on the cultural background of the city. Every 5 days you can hire 150 soldiers of one culture.
When the penetration into enemy cities, recruitment of soldiers is not possible. Hiring warriors one, 5, 10 or 50 soldiers. Slavers are always present in all the taverns.
In taverns live 14 prostitutes, communicating with them you can improve the relationship with the team to the city and get some experience. New range of mercenaries in the taverns. The regions have different sets of mercenaries. In Rome the largest the range, including gametitle and elephants. The hiring of mercenaries in the tavern for a more flexible scheme.
Apart from all possible, you can hire 1,3,5,10 warriors. In taverns appear gunsmiths, dopesnt, traders and herdsmen of the factions of the invasion. They can buy the products of these fractions, and also to sell something from your Luggage. The bestiary is a merchant selling exotic animals.Including: wolf, bear, tiger, and 6 fighting dogs. The player can buy the cat in the bestiary. If he is in his Luggage, appears in any room where there is a player.
If the building has a varying height, the cat kept at the player’s feet. The player from the start inherits the relationships of the selected fraction with the other fractions. For service to the faction every week paid 1500 dinars.
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In the event of a change of the decision, the player may refuse to renew the contract with the leader of the faction. After taking the oath, the player can receive payment for the capture of fortresses. It increased from 900 to 5000 dinars. The title of war leader, and the possession of fortresses and cities increases the possible size of the squad. In their settlements you can settle for eternity warriors and they will help the player to defend them. Leaving the settlement of soldiers the player increases his plunder.
Can increase the soldiers of his detachment garrison any fortresses your faction. Can change the gear of the lords of their faction.
An adviser choose your ally. Send envoys to the other factions, achieve peace and the recognition of the right to power. Talks faction of the player with ambassadors and other cases, with a certain probability on decision making will affect popularity, ranking honor, right to rule, the number of possessions and subordinate lords. Need to achieve the desired power and for success to send ambassadors more often. After the capture of the city appoint a policy Advisor. Make a decision about the choice of culture and political system of the state. The choice of culture is only possible if sufficient amounts of money.
A change of culture for 20 days and a significant amount of money depending on the number of fortresses and cities. The large size of the state, the issue price will be huge.