The Order of the Knights Templar
Leader:
Jacques de Molay (Justinian I re-cast)
Spiritual: No Anarchy during Civic switches, +100% for Temple construction.
Imperialistic: +100% Great General emergence, +50% for Settler production.
Cataphract: 12 Knight replacement (rather than 10) that is nonetheless vulnerable to First Strikes.
Hippodrome: Theatre replacement that delivers +1, +2 per 10% (rather than +1 for a Theatre) and +1 if a Horse resource is secured.
Mysticism and Masonry thats right free Masonry! (not The Wheel)
Spiritual: No Anarchy during Civic switches, +100% for Temple construction.
Imperialistic: +100% Great General emergence, +50% for Settler production.
Cataphract: 12 Knight replacement (rather than 10) that is nonetheless vulnerable to First Strikes.
Hippodrome: Theatre replacement that delivers +1, +2 per 10% (rather than +1 for a Theatre) and +1 if a Horse resource is secured.
Mysticism and Masonry thats right free Masonry! (not The Wheel)
Victory:
All victory conditions are enabled.
Variants:
Gods Will
The Poor Fellow-Soldiers of Christ and of the Temple of Solomon
The Templar Knights begin with a bonus Christian Missionary. That Missionary must travel with the Settler if the Settler is to move at all, and must attempt to spread Christianity into the Templars' capital city immediately as the capital is first founded. Furthermore, the Templars must convert to Christianity at the first opportunity and remain in Christianity throughout the game.
The Poor Fellow-Soldiers of Christ and of the Temple of Solomon
The Knights Templar must be in control of the Holy City where the Temple of Solomon shrine exists on the turn that victory is recognised.
Game Set-Up:
Additional Information:
The Khwarezmians Insult
Persia and Mongolia commence the game with an antagonistic view toward each other.
Adopting the Faith
All tribes commence the game with the opportunity to adopt a faith (albeit no Holy Cities exist at the games commencement).
Templar Cross
The Knights Templar will play with the default 'England' colour scheme.
Persia and Mongolia commence the game with an antagonistic view toward each other.
Adopting the Faith
All tribes commence the game with the opportunity to adopt a faith (albeit no Holy Cities exist at the games commencement).
Templar Cross
The Knights Templar will play with the default 'England' colour scheme.
Roster:
Tachywaxon
vranasm
lymond
nocho
pigswill
Sengir
astre
<< Open >>
Cam
vranasm
lymond
nocho
pigswill
Sengir
astre
<< Open >>
Cam
10 to 15 turns per turnset depending upon game conditions. Players are expected to complete their turnsets within four days of completion of the preceding player's unless advising the roster otherwise. Swaps and skips are allowed. Players may be removed from the roster. Players may not 'play ahead' until the game is completed.
Start: