[quote=MouseKing] I was reading over the costs for weaponry for armies. I find the idea of determining whether the person is armed with a mace or a sword to be kind of far too much ddelving into specifics. Especially since the statistics of the weapons are not their. (as in, paying for pikes or swords seems to have no bearing on the armies utility, other than to say as flavour text that I have 2000 Pikeman and 500 Swordsman) In regards to thsi the solution I would present would be to not have individual weapons purchased for soldiers, but to give the upfront cost of turning a peasant into either Light Infantry, Pikeman, Heavy Infantry, Crossbowman, Archer, Light Cavalry, Heavy Cavalry, Cavalry Archer. (As well the cost for any siege equipment is not present; good luck trying to siege a great wall, and a fortified manor without such implements). In my mind this has the same affect as the system of weaponry buying you were going for, but simplifies the system down, without making it just generic troops. As it stands it seems to a rather pointless exercise to decide between maces, battleaxes, or regular axes.Perhaps I'm missing some point or note or reason fro this very intricate system of arming or your peasants? [/quote] Hah, thank you for pointing out the lack of siege engine costs. Knew I was forgetting something. As for listing out the cost of specific weaponry, the purpose is to allow for a wider degree of customization. Though I like the simplicity of having troop types instead of specific weaponry, I've found in my past experience in NRPs that this tends to stifle ideas. Suppose you wanted a set of soldiers resembling a band of galloglaigh. Would they be horsemen, infantry, or archers? If they're simply Cavalry Archers, then the argument could be made that all Cavalry Archers can fight on foot with equal skill to that of a Heavy Infantry. And if that were the case, the cost of having an army of nothing but cavalry archers would be offset by their superiority. These problems could be easily fixed, of course, but I'd prefer to avoid these situations entriely. That said, I do like your idea, so how about we go halfway and create troop templates? Premade troops with the proper equipment, with their cost and upkeep pre-calculated. The best of both worlds, no? Also, there are no statistics for each weapon because to do so would be arbitrary. After all, battles will only be decided by dice rolls if you are battling NPCs, or if a decision between players cannot be reached, and for that purpose I have a modifiable formula that takes into account certain weapon pairings. Certain weapons will be more effective against others, while others weapons will be simple, yet cheap. I should perhaps change the name of Battleaxe to Greataxe, since I had a two-handed Gimli-style axe in mind. The point of having so many different weapons is to allow the players to field different types of troops or equipment for different purposes. Maces are excellent for taking out heavily armoured enemies. Axes are great for hacking in shields, and can act as the poor man's sword. Pikemen can defend against cavalry, and protect ranged units. Swordsmen can protect pikemen and ranged units who are engaged in direct combat. And so on. [quote]Question. Do we pick either a resource, infrastructure, or a castle per fief or do we pick one of each per fief[/quote] You pick one of each per fief. Example: King Giric buys a fair province. He wants the province to be wealthy, so he takes Some resources and Advanced infrastructure with it. But since the King already has a nice castle in his last province, he decides to simply have a wooden manor and wooden palisade for this one. It's also perfectly acceptable to buy nothing for a fief. In that case, you'd simply pick all the '0 point' options in each category. [quote]I can add the provincial system and even add relevant info to the map as well as names so people know which fiefs are which.[/quote] You're a saint, laddie. [quote]The rules look great. Regarding armies, is it possible to upgrade their discipline?[/quote] I thought about adding a discipline stat, but decided against it. Your armies will be raised in a historically accurate fashion, so your peasants aren't going to have much time to train for battle if they're tending to the farm. I may add something about starting the game with a royal guard, or band of retainers, who will start off as disciplined, stern hardasses, but no promises. I will say that it would be highly advisable to train and drill your soldiers for at least a season before sending them off into combat (more on time and training when I finish the Actions section).