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Difference between revisions of "Knights of St. John (ETW Faction)"

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{{Faction|image=[[Image:St_John_flag.jpg|250px]]|Name=Knights of St. John|Game=[[Empire: Total War]]|Religion=[[Catholic (ETW Religion)|Catholic]]|Culture=European}}
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{{Faction|image=[[File:KnightsHospitaller_FlagETW.png|250px]]|Name=Knights of St. John|Game=[[Empire: Total War]]|Religion=[[Catholic (ETW Religion)|Catholic]]|Culture=European}}
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The '''Knights of St. John''' is an unplayable minor faction in ''Empire: Total War''.
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==History==
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The Knights of St. John have their origins in the medieval era and are also known as the Knights Hospitallers. They formerly operated in the island of Rhodes until they were forced to capitulate to the Ottoman Turks in the 16th century. They relocated to the Maltese archipelago under the blessing of the Holy Roman Emperor Charles V in 1530, where they have remained until the events of Empire: Total War. Operating on the island of Malta in the Mediterranean, their goal has remained the same over the centuries: the eradication of Muslim piracy in the western Mediterraean.
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==Overview==
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The Knights of St. John hold the tiny island of Malta as their sole territory. They possess one formidable army and an active fleet. They are a fairly pleasant minor nation, almost never declaring war on anyone aside from the Barbary Pirates, fighting piracy, and usually accepting proposals to become protectorates. Malta itself cannot develop any villages, and therefore its 2500 wealth value comes entirely from pre-programmed town wealth.
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In some situations, the knights may declare war on one of the major powers (in lieu of the several other minor Italian nations) if a foreign nation's Mediterranean expansionism becomes overly threatening or aggressive. In this situation, they are in a good position to blockade the Strait of Gibraltar, locking the offending nation from entering or exiting the Mediterranean sea without destroying the Maltese fleet beforehand.
  
 
==Starting Position==
 
==Starting Position==
  
 
===Basics at start===
 
===Basics at start===
 
 
*Protectorates – None
 
*Protectorates – None
 
*Allies – None
 
*Allies – None
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Later Villages/Ports – None
 
Later Villages/Ports – None
  
[[Category:Empire Total War Factions]]
 
 
{{ETW Factions}}
 
{{ETW Factions}}
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[[Category:ETW Factions]]

Latest revision as of 07:26, 13 July 2020

Knights of St. John (ETW Faction)
KnightsHospitaller FlagETW.png
Name: Knights of St. John
From Game: Empire: Total War
Religion:Catholic
Culture: European
Playable:

The Knights of St. John is an unplayable minor faction in Empire: Total War.

History

The Knights of St. John have their origins in the medieval era and are also known as the Knights Hospitallers. They formerly operated in the island of Rhodes until they were forced to capitulate to the Ottoman Turks in the 16th century. They relocated to the Maltese archipelago under the blessing of the Holy Roman Emperor Charles V in 1530, where they have remained until the events of Empire: Total War. Operating on the island of Malta in the Mediterranean, their goal has remained the same over the centuries: the eradication of Muslim piracy in the western Mediterraean.

Overview

The Knights of St. John hold the tiny island of Malta as their sole territory. They possess one formidable army and an active fleet. They are a fairly pleasant minor nation, almost never declaring war on anyone aside from the Barbary Pirates, fighting piracy, and usually accepting proposals to become protectorates. Malta itself cannot develop any villages, and therefore its 2500 wealth value comes entirely from pre-programmed town wealth.

In some situations, the knights may declare war on one of the major powers (in lieu of the several other minor Italian nations) if a foreign nation's Mediterranean expansionism becomes overly threatening or aggressive. In this situation, they are in a good position to blockade the Strait of Gibraltar, locking the offending nation from entering or exiting the Mediterranean sea without destroying the Maltese fleet beforehand.

Starting Position

Basics at start

  • Protectorates – None
  • Allies – None
  • Trade Partners – None
  • Enemies – Barbary States, Pirates
  • Religion – Catholic
  • Government – Absolute Monarchy
  • Ruler –Ramon I (King)
  • Population – 64,216
  • Prosperity - Destitute
  • Prestige – Feeble
  • Treasury – 7500
  • Technology – None
  • Gentlemen – None
  • Missionaries – None
  • Rakes – None

Europe Theatre

Valleta, Malta

Starting Buildings – Military Governor’s Encampment Infrastructure - Basic Roads Population – 64,216 Wealth – 2625 Religion – Catholicism 100.0% Starting Towns/Ports – Marsaxlokk (Shipyard) Later Villages/Ports – None

Empire: Total War | Factions | Playable Factions:
Austria | France | Great Britain | Marathas | Ottoman Empire | Poland-Lithuania | Prussia | Russia | Spain | Sweden | United Provinces | United States* *Must complete Road to Independence to unlock United States
Non-playable Factions:
Barbary States | Bavaria | Cherokee Nations | Courland | Crimean Khanate | Dagestan | Denmark | Genoa | Georgia | Hannover | Huron Confederacy | Inuit Nations | Iroquois Confederacy | Italian States | Knights of St. John | Morocco | Mughal Empire | Mysore | Plains Nations | Portugal | Pueblo Nations | Persia | Pirates | Savoy | Venice | Westphalia | Wurttemberg
Protectorate Factions:
Barbary States | Courland | Crimean Khanate | Louisiana | New Spain | Saxony | Thirteen Colonies
Emergent Factions:
Afghanistan | Gran Colombia | Greece | Hessen | Hungary | Ireland | Mamelukes | Mexico | Naples & Sicily | Norway | Punjab | Quebec | Scotland | United States
Cancelled Factions:
Khanate of Khiva | Tuscany | Mecklenburg | Schleswig-Holstein | Swiss Confederation
Tutorial Factions:
Virginia Colonists | Powahatan Confederacy