Life is feudal tree
Author: b | 2025-04-24
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Hello. I was brainstorming with myself a bit about the races presented in the game and the overall impact of their presence in it. What occurred to me is that when you start playing your character or group really resembles a more tribal society than a full fledged feudal system. So I had the idea that would be more interesting and RP friendly if your culture progressed along with the technologies you unlock in your skill tree and so on.My ideas are basicly a transition from a more tribal society and evolving to a ancient culture or early medieval culture, and then finally advancing to a more feudal and advanced culture and tech tree. The cultural impact would involve the architecture, armors and weapons, tools and several other things. Of course the game is about the feudal age, but the sudden transition between tribal to feudal is rather awkward. Going from stone tools to iron ones in matter of days or hours is practical but not very nice immersion wise. Even if you pass through these ancient/early medieval cultures, your ultimate goal is to reach the feudal system, so it stays loyal to the game premise.Here are a small examples of the idea I had of the 3 basic culture trees, that evolve and branch out to other several archtypes that reflect aesthetically to your progression and perhaps even with different traits in the game mechanics (cheaper ships for Norse, faster horses for Huns, stronger monasteries to Teutons, stronger bows to Britons, large stock space for Latin). Of course the game has its own lore and races, but they are obviously based on real world cultures, so all of those names can be adapted to fit the game's lore. I think it would be a great addition to the game and make it even more enjoyable and RP friendly for those who like immersion.EuropeanTier I:- Tribal EuroTier II:- Celts/Britons, Germanic/Goths/Franks, Greek/Roman, Saxon/NorseTier III:- Scots, British, Holy Roman/Teutons, Frankish/Charlemagne, Spanish/Italians/Latin, Normans/VikingsEasternTier I:- Tribal EasternTier II:- Slavs, Huns, HinduTier III:- Rus, Carpathians/Cossacks, Magyars, Mongols, IndianMiddle-EasternTier I:-Tribal Middle-Eastern/AfricanTier II:- Babylonic/Egyptian, Persians, Eastern RomanTier III:- Arabic, Moorish, Turks, ByzantinesGive your opinions and comments here, I'm sure there is much more to adapt and change on these trees I placed here. I'm not an history expert, so I'm sure people can bring much more to it. And I also don't know if anybody had that idea before, so feel free to leave your message here, you are not alone. And I hope the developers see this and consider it and have their own thoughts about it.
Life is Feudal - Growing tree mechanics
Britain, arrived at different conclusions as to the character of English society prior to the start of Norman rule in 1066, the former arguing for a Norman import of feudalism and the latter contending that the fundamentals were already in place in Britain — a debate which continues to this day.Ganshof and classic view of feudalismA historian whose concept of feudalism remains highly influential in the 20th Century is François-Louis Ganshof, who belongs to a pre-Second World War generation. He defines feudalism on very narrow legal and military perspective, arguing that feudal relationships existed only within the medieval nobility itself. Ganshof articulted this concept in Francois-Lois Ganshof, Feudalism (Trans. Philip Grierson; New York: Harper & Row, 1964). It is Ganshof's classic definition of feudalism that is the most widely known today and also the easiest to understand. Simply, when a lord granted a fief to a vassal, the vassal provided military service in return.Marc Bloch and sociological view of feudalismOne of Ganshof's contemporaries, a French historian named Marc Bloch, is arguably the most influential medieval historian of the 20th Century. He approached feudalism not so much from a legal and military point of view but from a sociological one. He developed his ideas in his book Feudal Society (Trans. L.A. Manyon; 2 volumes; Chicago: University of Chicago Press, 1961; ISBN 0226059790). Marc Bloch did not conceive of feudalism as being limited soley to nobility, but as a type of society. Like Ganshof, he recognized that there was a hierarchal relationship between lords and vassals, but saw as well a similar relationship obtaining between lords and peasants. This radical notion that peasants are part of the feudal relationship sets Bloch apart from his peers. While the vassal performed military service in exchange for the fief, the peasant performed physical labour in return for protection. Both are a form of feudal relationship. According to Bloch, other elements of society can be seen in feudal terms; all the aspects of life were centered on "lordship," and so we can speak usefully of a feudal church structure, a feudal courtly (and anti-courtly) literature, a feudal economy. See Feudal society.More recently there has been a revolt by some historians regarding the use of the term feudalism, with some arguing that the term should not be used at all.Revolt against the term feudalismIn 1974, U.S. historian Elizabeth A.R. Brown, in "The Tyranny of a Construct: FeudalismLife is Feudal View topic - Trees
From the fief, he was responsible for answering calls to military service on behalf of the lord. This security of military help was the primary reason the lord entered into the feudal relationship. In addition, the vassal could have other obligations to his lord, such as attendance at his court, whether manorial or baronial, or at the king’s court.The vassal’s obligations could also involve providing “counsel,” so that if the lord faced a major decision he would summon all his vassals and hold a council. At the level of the manor this might be a fairly mundane matter of agricultural policy, but could also include sentencing by the lord for criminal offenses, including capital punishment in some cases. In the king’s feudal court, such deliberation could include the question of declaring war. These are only examples; depending on the period of time and location in Europe, feudal customs and practices varied.Feudalism in FranceIn its origin, the feudal grant of land had been seen in terms of a personal bond between lord and vassal, but with time and the transformation of fiefs into hereditary holdings, the nature of the system came to be seen as a form of “politics of land.” The 11th century in France saw what has been called by historians a “feudal revolution” or “mutation” and a “fragmentation of powers” that was unlike the development of feudalism in England, Italy, or Germany in the same period or later. In France, counties and duchies began to break down into smaller holdings as castellans and lesser seigneurs took control of local lands, and (as comital families had done before them) lesser lords usurped/privatized a wide range of prerogatives and rights of the state—most importantly the highly profitable rights of justice, but also travel dues, market dues, fees for using woodlands, obligations to use the lord’s mill, etc. Power in this period became more personal and decentralized.The Manor SystemThe manor system was an element of feudal society in the Middle Ages characterized by the legal and economic power of the lord of a manor.Learning ObjectivesIllustrate the hierarchy of the manor system. Board index ‹ Life is Feudal ‹ Archived Forums ‹ Life is Feudal: MMO ‹ Newcomer Section Last visit was: Sat Tree Regrowth Mechanics Board index ‹ Life is Feudal ‹ Archived Forums ‹ Life is Feudal: MMO ‹ General Discussion Last visit was: Sun 8:00 pm Skill tree open discussionLife is Feudal - Remove the skill tree
At a disadvantage in the later stages of the game.The Coustillier is a cavalry unit that excels in small, micromanaged fights and wins trades with careful micromanagement. However, Coustilliers struggle in larger scale battles, as their base stats are a bit weaker than a fully upgraded Cavalier. So, civilizations that can train substantial number of units in the battlefield quickly will make it difficult for the Burgundians to micromanage their Coustilliers properly. Additionally, since they rely heavily on their strong initial attack, units that can resist this first attack like elephants and the Teutonic Knight can also do well against them.The Burgundian Archery Range units are weak, with their Hand Cannoneer being their only reliable ranged unit, so civilizations with strong archers or civilizations with strong Skirmishers can handle their Hand Cannoneers.Despite having strong Bombard Cannons, their other siege weapons are considered weak and below average, so they can struggle against mass infantry or archers.While the Burgundian Monastery tree is decent, they lack Heresy, making their cavalry and Coustilliers vulnerable to conversion. Civilizations with good Monks will have a chance to convert their Paladins and Coustilliers.While the Flemish Militia is a strong anti-cavalry unit that can also serve as a trash-killing unit, they are still vulnerable to their typical anti-infantry counters, such as Hand Cannoneers and Siege Onager. While the Flemish Militia are not classified as Spearman units, they can still be withered down by civilizations with strong Cavalry Archers through hit-and-run tactics.Despite the Burgundians' ability to boom by researching economic technologies one age earlier, they are still vulnerable to Dark and Feudal Age rushes, as the Burgundians lack any noticeable military bonuses in the Feudal Age. So, civilizations with strong Dark Age or Feudal Age rushing potential will make it difficult for the Burgundians to boom effectively.Situational advantages[]It is much more advantageous to pick Burgundians in matches that start in the Dark and Feudal Ages thanks to their ability to research economic technologies one age early; picking Burgundians in matches starting in the Imperial Age or Post-Imperial Age is not recommended.The Burgundians excel in high population cap setting, as Burgundian Vineyards and Flemish Revolution will be more impactful.Maps that start off with Stone Walls and/or Palisade Walls (such as Arena and Hideout) allow the Burgundians to safely boom and reach their strengths of the civilization.In the Budapest map, the Burgundians start off with two Town Centers, making it easier for them to boom, since one of those can be used for researching Wheelbarrow and Hand Cart earlier without interrupting Villager production, as well as having additional Town Centers to train their Flemish Militia in the late game.Because the Burgundian team bonus slowly generates food alongside gold, the Burgundians have an advantage in maps with large number of Relics in the map (such as Wolf Hill).Flemish Revolution can still be researched even in Post-Imperial starts.v • d • eStrategy pages in the Age of Empires seriesGeneralBlitzkrieg · Boom · Build order · Castle drop · Containment · Deathball · IndirectLife is Feudal - Tree morphology pdf
And merit were considered far more valuable than the circumstances of their birth, the Peasant rank in Miklaheim is a class known as Freemen. A Freeman/woman is regarded as a free individual in the eyes of the law and thus is permitted to undertake any profession they so choose, allowing those of talent and skill to climb the social ladder with far more ease than in other Feudal Worlds, they also are afforded more legal protections than Peasants on other worlds typically are. Concepts such as Serfdom and the forceful binding of peasants to the land and to work for their Lord are abhorrent to the Miklaheim way of life. Thus, such forms of servitude do not exist in Miklaheim. Slavery is similarly non-existent; whilst historically practised, it has long been seen as amoral and wrong and thus has been effectively culturally outlawed for a long time.Miklaheim culture is also rather egalitarian, especially considering its Feudal nature. Women are granted the right to own property and conduct business, they can divorce their spouses on the spot for any reason they see fit, they are seen in the eyes of the law as equals, and a woman's word holds as much weight as a man's in trials. They also can rule and fight, and many of Miklaheims most famous rulers and warriors have been women. In another break from most feudal worlds, the Monarchs have a large council that debates laws, legislation, and advice. These Witenmoots, Wisemen assemblies, serve to advise the Monarch and ensure the Kingdom's interests are maintained. In some regards, it is almost democratic, but the ultimate legal authority still comes from the Monarchs, though they seldom ignore the Witenmoots.Miklaheims legal system is surprisingly complex despite not functioning like a typical court. The basis of an individual's legalLife is Feudal - New Leveling Tree
3DJuegos / Xbox Series / Juegos Xbox Series / Juegos de Japón (Xbox Series)TodosPC (49)PS4 (21)PS5 (21)XSeries (13)XOne (11)Switch (8)3DS (1)PS3 (4)X360 (3)Stadia (1)Wii (2)Vita (7)PSP (6)DS (1)PS2 (6)Mac (3)Linux (5)PS1 (2)XBOX (2)PopularesNuevas altasYa a la ventaMás esperadosValoraciónTrek to YomiXbox SeriesAcción > Acción y aventura > Japón Feudal y Samurais Trek to Yomi es un videojuego de acción y aventura de samurais en el Japón del siglo XIX inspirado por la obra cinematográfica del director japonés Akira Kurosawa.Aragami 2Xbox SeriesAcción > Acción y aventura > Japón Feudal y Ninjas Tras alcanzar el éxito con el videojuego original, el estudio español de Lince Works apuesta de nuevo por el mundo de los ninjas con Aragami 2, una aventura de acción y sigilo que incluye opciones multijugador cooperativo para disfrutar de sus misiones en compañía de amigos.Age of Empires II: Definitive EditionXbox SeriesEstrategia > Tiempo real > Histórico, Antigua China, Japón Feudal, Medieval, Romanos y Vikingos Es uno de los juegos de estrategia más laureados de la historia. Un auténtico clasicazo que vuelve a la vida con una remasterización cargada de novedades.Kunitsu-Gami: Path of the GoddessXbox SeriesAcción > Fantasía, Japón Feudal y Monstruos Kunitsu-Gami: Path of the Goddess es un videojuego de acción y estrategia de Capcom construido sobre RE Engine que busca llevar los grandes atributos de los lanzamientos de la marca a un mundo de fantasía inspirado por la estética tradicional japonesa.Age of Empires IVXbox SeriesEstrategia > Tiempo real > Histórico, Antigua China, Arabe y oriental, Japón Feudal y Medieval. Board index ‹ Life is Feudal ‹ Archived Forums ‹ Life is Feudal: MMO ‹ Newcomer Section Last visit was: Sat Tree Regrowth Mechanics Board index ‹ Life is Feudal ‹ Archived Forums ‹ Life is Feudal: MMO ‹ General Discussion Last visit was: Sun 8:00 pm Skill tree open discussionComments
Hello. I was brainstorming with myself a bit about the races presented in the game and the overall impact of their presence in it. What occurred to me is that when you start playing your character or group really resembles a more tribal society than a full fledged feudal system. So I had the idea that would be more interesting and RP friendly if your culture progressed along with the technologies you unlock in your skill tree and so on.My ideas are basicly a transition from a more tribal society and evolving to a ancient culture or early medieval culture, and then finally advancing to a more feudal and advanced culture and tech tree. The cultural impact would involve the architecture, armors and weapons, tools and several other things. Of course the game is about the feudal age, but the sudden transition between tribal to feudal is rather awkward. Going from stone tools to iron ones in matter of days or hours is practical but not very nice immersion wise. Even if you pass through these ancient/early medieval cultures, your ultimate goal is to reach the feudal system, so it stays loyal to the game premise.Here are a small examples of the idea I had of the 3 basic culture trees, that evolve and branch out to other several archtypes that reflect aesthetically to your progression and perhaps even with different traits in the game mechanics (cheaper ships for Norse, faster horses for Huns, stronger monasteries to Teutons, stronger bows to Britons, large stock space for Latin). Of course the game has its own lore and races, but they are obviously based on real world cultures, so all of those names can be adapted to fit the game's lore. I think it would be a great addition to the game and make it even more enjoyable and RP friendly for those who like immersion.EuropeanTier I:- Tribal EuroTier II:- Celts/Britons, Germanic/Goths/Franks, Greek/Roman, Saxon/NorseTier III:- Scots, British, Holy Roman/Teutons, Frankish/Charlemagne, Spanish/Italians/Latin, Normans/VikingsEasternTier I:- Tribal EasternTier II:- Slavs, Huns, HinduTier III:- Rus, Carpathians/Cossacks, Magyars, Mongols, IndianMiddle-EasternTier I:-Tribal Middle-Eastern/AfricanTier II:- Babylonic/Egyptian, Persians, Eastern RomanTier III:- Arabic, Moorish, Turks, ByzantinesGive your opinions and comments here, I'm sure there is much more to adapt and change on these trees I placed here. I'm not an history expert, so I'm sure people can bring much more to it. And I also don't know if anybody had that idea before, so feel free to leave your message here, you are not alone. And I hope the developers see this and consider it and have their own thoughts about it.
2025-04-18Britain, arrived at different conclusions as to the character of English society prior to the start of Norman rule in 1066, the former arguing for a Norman import of feudalism and the latter contending that the fundamentals were already in place in Britain — a debate which continues to this day.Ganshof and classic view of feudalismA historian whose concept of feudalism remains highly influential in the 20th Century is François-Louis Ganshof, who belongs to a pre-Second World War generation. He defines feudalism on very narrow legal and military perspective, arguing that feudal relationships existed only within the medieval nobility itself. Ganshof articulted this concept in Francois-Lois Ganshof, Feudalism (Trans. Philip Grierson; New York: Harper & Row, 1964). It is Ganshof's classic definition of feudalism that is the most widely known today and also the easiest to understand. Simply, when a lord granted a fief to a vassal, the vassal provided military service in return.Marc Bloch and sociological view of feudalismOne of Ganshof's contemporaries, a French historian named Marc Bloch, is arguably the most influential medieval historian of the 20th Century. He approached feudalism not so much from a legal and military point of view but from a sociological one. He developed his ideas in his book Feudal Society (Trans. L.A. Manyon; 2 volumes; Chicago: University of Chicago Press, 1961; ISBN 0226059790). Marc Bloch did not conceive of feudalism as being limited soley to nobility, but as a type of society. Like Ganshof, he recognized that there was a hierarchal relationship between lords and vassals, but saw as well a similar relationship obtaining between lords and peasants. This radical notion that peasants are part of the feudal relationship sets Bloch apart from his peers. While the vassal performed military service in exchange for the fief, the peasant performed physical labour in return for protection. Both are a form of feudal relationship. According to Bloch, other elements of society can be seen in feudal terms; all the aspects of life were centered on "lordship," and so we can speak usefully of a feudal church structure, a feudal courtly (and anti-courtly) literature, a feudal economy. See Feudal society.More recently there has been a revolt by some historians regarding the use of the term feudalism, with some arguing that the term should not be used at all.Revolt against the term feudalismIn 1974, U.S. historian Elizabeth A.R. Brown, in "The Tyranny of a Construct: Feudalism
2025-04-04At a disadvantage in the later stages of the game.The Coustillier is a cavalry unit that excels in small, micromanaged fights and wins trades with careful micromanagement. However, Coustilliers struggle in larger scale battles, as their base stats are a bit weaker than a fully upgraded Cavalier. So, civilizations that can train substantial number of units in the battlefield quickly will make it difficult for the Burgundians to micromanage their Coustilliers properly. Additionally, since they rely heavily on their strong initial attack, units that can resist this first attack like elephants and the Teutonic Knight can also do well against them.The Burgundian Archery Range units are weak, with their Hand Cannoneer being their only reliable ranged unit, so civilizations with strong archers or civilizations with strong Skirmishers can handle their Hand Cannoneers.Despite having strong Bombard Cannons, their other siege weapons are considered weak and below average, so they can struggle against mass infantry or archers.While the Burgundian Monastery tree is decent, they lack Heresy, making their cavalry and Coustilliers vulnerable to conversion. Civilizations with good Monks will have a chance to convert their Paladins and Coustilliers.While the Flemish Militia is a strong anti-cavalry unit that can also serve as a trash-killing unit, they are still vulnerable to their typical anti-infantry counters, such as Hand Cannoneers and Siege Onager. While the Flemish Militia are not classified as Spearman units, they can still be withered down by civilizations with strong Cavalry Archers through hit-and-run tactics.Despite the Burgundians' ability to boom by researching economic technologies one age earlier, they are still vulnerable to Dark and Feudal Age rushes, as the Burgundians lack any noticeable military bonuses in the Feudal Age. So, civilizations with strong Dark Age or Feudal Age rushing potential will make it difficult for the Burgundians to boom effectively.Situational advantages[]It is much more advantageous to pick Burgundians in matches that start in the Dark and Feudal Ages thanks to their ability to research economic technologies one age early; picking Burgundians in matches starting in the Imperial Age or Post-Imperial Age is not recommended.The Burgundians excel in high population cap setting, as Burgundian Vineyards and Flemish Revolution will be more impactful.Maps that start off with Stone Walls and/or Palisade Walls (such as Arena and Hideout) allow the Burgundians to safely boom and reach their strengths of the civilization.In the Budapest map, the Burgundians start off with two Town Centers, making it easier for them to boom, since one of those can be used for researching Wheelbarrow and Hand Cart earlier without interrupting Villager production, as well as having additional Town Centers to train their Flemish Militia in the late game.Because the Burgundian team bonus slowly generates food alongside gold, the Burgundians have an advantage in maps with large number of Relics in the map (such as Wolf Hill).Flemish Revolution can still be researched even in Post-Imperial starts.v • d • eStrategy pages in the Age of Empires seriesGeneralBlitzkrieg · Boom · Build order · Castle drop · Containment · Deathball · Indirect
2025-04-10And merit were considered far more valuable than the circumstances of their birth, the Peasant rank in Miklaheim is a class known as Freemen. A Freeman/woman is regarded as a free individual in the eyes of the law and thus is permitted to undertake any profession they so choose, allowing those of talent and skill to climb the social ladder with far more ease than in other Feudal Worlds, they also are afforded more legal protections than Peasants on other worlds typically are. Concepts such as Serfdom and the forceful binding of peasants to the land and to work for their Lord are abhorrent to the Miklaheim way of life. Thus, such forms of servitude do not exist in Miklaheim. Slavery is similarly non-existent; whilst historically practised, it has long been seen as amoral and wrong and thus has been effectively culturally outlawed for a long time.Miklaheim culture is also rather egalitarian, especially considering its Feudal nature. Women are granted the right to own property and conduct business, they can divorce their spouses on the spot for any reason they see fit, they are seen in the eyes of the law as equals, and a woman's word holds as much weight as a man's in trials. They also can rule and fight, and many of Miklaheims most famous rulers and warriors have been women. In another break from most feudal worlds, the Monarchs have a large council that debates laws, legislation, and advice. These Witenmoots, Wisemen assemblies, serve to advise the Monarch and ensure the Kingdom's interests are maintained. In some regards, it is almost democratic, but the ultimate legal authority still comes from the Monarchs, though they seldom ignore the Witenmoots.Miklaheims legal system is surprisingly complex despite not functioning like a typical court. The basis of an individual's legal
2025-04-06