Titles are the key to your dynasty’s expansion in Crusader Kings 3 – if you own the title you own the land, fair and simple. That doesn’t mean other nations won’t try and steal your titles, so it’s important to understand how they figure in to your empire building plans.
- Ck2 What Holdings To Build The World
- Ck2 What Holdings To Build A Wall
- Ck2 What Holdings To Build A House
- Ck2 Best Holdings To Build
In this guide we'll talk through the basics of armies and the various troop choices available in Crusader Kings 3.There's a lot to learn so let's get to it. To raise armies in CK3 you need to first make a Rally Point. Build in your capital holding and your own holdings in your capital duchy only. You get multipliers to both taxes and levies there. Also if you have Reaper's Due make sure to build hospitals in and around your capital as well. Also build manufactories and universities for Institution spread, hoarding gold is worthless in EU4. For Crusader Kings 2: A Game of Thrones (CK2:AGOT) Allows you to build refuges, forts, and trade posts in your entire realm. And fully upgrade all types of holdings, refuges, forts, and trade posts in your entire realm. Also adds a new Fort building that adds 999.998 fort level, which should give you 1.000.000 fort level in all forts. Find below a searchable list of all 144 Crusader Kings 2 console commands, these are commonly referred to as cheat codes.The below table contains all commands from all DLCs, and is up-to-date for the latest version of the game on Steam (PC / Mac).
A title in Crusader Kings 3 represents territory you own.
From a top-down view, titles are pretty simple to understand: if you own a title you own the associated territory. There’s some nuance, however, that is critical to understand if you don’t want your titles to vanish over time.
Ck2 What Holdings To Build The World
First, you should understand how territory is structured in Crusader Kings 3. There are five tiers of land: Baronies, Counties, Duchies, Kingdoms, and Empires. They may have slightly different names based on your culture (a feudal duchy in Ireland is a “Petty Kingdom”, for example), but the basics remain the same. Baronies make up counties, counties make up duchies, and so on.
An important facet of titles you need to understand are claims. I go into much greater detail about claims in the guide here, but the idea is equally simple – claims are titles you have a right to, well, claim. I bring this up, because you can seize lower tier titles if you own the title for the larger tier of territory they belong within: I.E. if you own the title for a duchy, but not a title for all its counties, you can legally go to war for those missing titles.
Once you own a title that territory is added to your realm and domain. Thing is, you can only control so many holdings in general within Crusader Kings III (the buildings on the map under your direct control), and a mere two duchies within a kingdom before penalties kick in. These adverse effects range from lower taxes and levies, to your vassals developing negative opinions of you. To mitigate this you will need to assign some of these territories to a different character, giving them the title and ownership of the land.
Since these people will remain your vassals the land will still count towards your realm, but you’ll need to be mindful of who you’re giving all this power to. You don’t want to give someone a title equal to your highest title lest you want them to become and independent nation, and you want to spread the wealth around a bit to avoid one family consolidating too much power. Titles are passed on based on your realm’s succession laws, so take those into account when handing off a duchy to one of your subjects: if their heirs don’t fall under your house and start to marry into other dynasties you risk losing that territory when the title is handed down to someone who doesn’t consider you their liege.
You can grant titles either by right-clicking on a character’s portrait and selecting the option towards the bottom, or by clicking on your realm’s banner next to your character portrait in the bottom-right of the HUD (it’s also in your character sheet, just below your avatar and traits). You can select any available titles and gift as many as you desire to a single person in a one go, but remember to keep an eye out for the building icon next to some of your titles. This indicates that title has one of your holdings on it, and you want to maximize how many holdings you directly own to increase your taxes and levies. Vassal’s will contribute, but holdings under your sway provide the best benefits.
When granting titles it’s typically best to give them to either distant relatives that remain within your dynasty, or to courtiers from your court with the Content perk. You’re less likely to run into troublesome issues if you do so, but keep an eye on their marriages to ensure they don’t marry into a new dynasty and lose the titles thanks to your own succession laws (such as their only heir being a woman in a patriarchal society, meaning her sons will take on their dad’s house and dynasty, which could fall under someone else’s rule).
Finally, you can’t give away your Primary Title, or the title that your capital is based in. Michael buble everything piano sheet music pdf. You can give everything else away, but that’s yours. If someone has a claim on it they can try and usurp you, so be mindful not to give any vassal’s an easy De Jure claim by granting them the duchy or kingdom your capital is in. Suzuki dt 30 owners manual.
- This article was updated on:September 1st, 2020
Ck2 What Holdings To Build A Wall
GAME DEALSGet Twitch Prime For Free Right Now and get in-game items, rewards, and free gamesTribes are the preferred settlement type for tribal rulers, and the only type they can hold without penalties. There can only be one tribe in a province, but it gets +50%income and levy size for each empty slot in the province. Most government types allows holding of tribes of the same culture, except nomads. If a nomad chooses to settle down as tribal, all nomadic counties will gain a tribe each, and remain under the control of the former nomad. Like castles, cultural buildings can be constructed in tribes.
At game start, tribes are usually the only holding in their province. As the game progresses, rich tribal rulers may choose to build temples.
Tribal rulers can construct tribes in provinces without them, e.g. Graphtec fc4100 driver xp. after conquering land from a feudal realm. The cost is 25 prestige per empty slot in the province, and they only take a year to build. However, the tribe will have reduced tax and levies if the county does not share the tribal ruler's culture or religion (up to -25% in each case (outside character's religion/culture group), with penalties stacking).
Tribes provide large numbers of Light Infantry, some Archers and very small amounts of Heavy Infantry; one of the combat tactics worth looking into as a tribal player is Feint during Skirmish phase. Technology-wise, Infantry and Skirmish Techniques improve troop effectiveness.
A tribe can be upgraded to another settlement type in two ways. When a a tribal ruler adopts feudalism or founds a merchant republic, all of their demesne tribes are upgraded. Rulers who already have an advanced government type can upgrade tribes in provinces that share their religion. Tribes can also be destroyed by pillaging nomads or by a settled ruler who chooses to build another settlement in the same slot; in the latter scenario, the tribe must be held by the settled ruler and not handed out to a vassal.
- 2Buildings
Base stats[edit]
Characteristic | Value |
---|---|
Income | 0.5 |
Fort level | 1 |
Levies | 100 light infantry 20 archers 5 heavy infantry |
Buildings[edit]
Unlike standard holdings, most buildings in a tribal holding cost Prestige instead of Wealth. The exceptions are hillforts, markets and fortifications.
Hillfort[edit]
Rank 3 members of the Romuva Warrior Lodge can spend Renown to construct buildings in this series instantly and without the wealth cost.
Hillfort | Cost | Build time | Effects | Requirements | Tech Requirements | Notes |
---|---|---|---|---|---|---|
Earth Hillfort | 37.5 gold | 365 days | +0.25 fort level +5% levy size +100retinue size | |||
Wooden Hillfort | 75 gold | 365 days | +0.25 fort level +5% levy size | Earth Hillfort | Converts to City Walls I (if holding converted to city) Converts to Castle Walls I (if holding converted to castle) | |
Reinforced Hillfort | 112.5 gold | 365 days | +0.25 fort level +5% levy size | Wooden Hillfort | Castle Infrastructure I | |
Stone Hillfort | 150 gold | 365 days | +0.25 fort level +5% levy size | Reinforced Hillfort | Castle Infrastructure I | Converts to City Walls II (if holding converted to city) Converts to Castle Walls II (if holding converted to castle) Required for tribal rulers to adopt feudalism Required for feudal rulers to upgrade tribe to castle |
Market[edit]
Market | Cost | Build time | Effects | Requirements | Tech Requirements | Notes |
---|---|---|---|---|---|---|
Market Village | 37.5 gold | 365 days | +0.5 income +20 retinue size | |||
Market Town | 75 gold | 365 days | +0.5 income | Market Village | Converts to Castle Town I / Town Market I | |
Market City | 112.5 gold | 365 days | +0.5 income | Market Town | Town Infrastructure I | |
Large Market City | 150 gold | 365 days | +0.5 income | Market City | Town Infrastructure I | Converts to Castle Town II / Town Market II Allows changing holding to city |
Shipbuilder[edit]
Shipyards can only be built in coastal provinces.
Shipbuilder | Cost | Build time | Effects | Requirements | Tech Requirements | Notes |
---|---|---|---|---|---|---|
Shipbuilder I | 100 prestige | 365 days | +6 galleys | Shipbuilding I | Converts to Castle Shipyard I / City Shipyard I | |
Shipbuilder II | 200 prestige | 730 days | +7 galleys | Shipbuilder I | Shipbuilding II | Converts to Castle Shipyard II / City Shipyard II |
Shipbuilder III | 300 prestige | 1095 days | +8 galleys | Shipbuilder II | Shipbuilding III | Converts to Castle Shipyard III / City Shipyard III |
Shipbuilder IV | 400 prestige | 1460 days | +9 galleys | Shipbuilder III | Shipbuilding IV | Converts to Castle Shipyard IV / City Shipyard IV |
Training Grounds[edit]
Training Grounds | Cost | Build time | Effects | Requirements | Notes |
---|---|---|---|---|---|
Training Grounds I | 100 prestige | 365 days | +2.5% levy size +2.5% garrison size | ||
Training Grounds II | 200 prestige | 547 days | +5% levy size +5% garrison size | Training Grounds I | Upgrades to Keep I / (City) Training Grounds I |
Training Grounds III | 300 prestige | 730 days | +7.5% levy size +7.5% garrison size | Training Grounds II | |
Training Grounds IV | 400 prestige | 1095 days | +10% levy size +10% garrison size | Training Grounds III | Upgrades to Keep II / (City) Training Grounds II |
War Camp[edit]
War Camp | Cost | Build time | Effects | Requirements | Notes |
---|---|---|---|---|---|
War Camp I | 100 prestige | 365 days | +40 light infantry | ||
War Camp II | 200 prestige | 547 days | +40 light infantry | War Camp I | Converts to Barracks I / Mustering Ground I |
War Camp III | 300 prestige | 730 days | +40 light infantry | War Camp II | |
War Camp IV | 400 prestige | 1095 days | +40 light infantry | War Camp III | Converts to Barracks II / Mustering Ground II |
Practice Range[edit]
Practice Range | Cost | Build time | Effects | Requirements | Notes |
---|---|---|---|---|---|
Practice Range I | 100 prestige | 365 days | +15 archers | ||
Practice Range II | 200 prestige | 547 days | +15 archers | Practice Range I | Converts to Militia Training Grounds I / City Barracks I |
Practice Range III | 300 prestige | 730 days | +15 archers | Practice Range II | |
Practice Range IV | 400 prestige | 1095 days | +15 archers | Practice Range III | Converts to Militia Training Grounds II / City Barracks II |
Steppe Barracks[edit]
Replaces the War camp for cultures from Altaic and Magyar culture groups in provinces with steppe terrain.
Barracks | Cost | Build time | Effects | Requirements | Notes |
---|---|---|---|---|---|
Barracks I | 100 prestige | 365 days | +12 archers +10 light cavalry | ||
Barracks II | 200 prestige | 547 days | +12 archers +10 light cavalry | Barracks I | Converts to Steppe Barracks I / Guard I |
Barracks III | 300 prestige | 730 days | +12 archers +10 light cavalry | Barracks II | |
Barracks IV | 400 prestige | 1095 days | +12 archers +10 light cavalry | Barracks III | Converts to Steppe Barracks II / Guard II |
Stables[edit]
Ck2 What Holdings To Build A House
Replaces the Practice Range for cultures from Altaic and Magyar culture groups in provinces with steppe terrain.
Ck2 Best Holdings To Build
Stable | Cost | Build time | Effects | Requirements | Notes |
---|---|---|---|---|---|
Stables I | 100 prestige | 365 days | +12 light cavalry +5 horse archers | ||
Stables II | 200 prestige | 547 days | +12 light cavalry +5 horse archers | Stables I | Converts to Steppe Stables I / Barracks I |
Stables III | 300 prestige | 730 days | +12 light cavalry +5 horse archers | Stables II | |
Stable IV | 400 prestige | 1095 days | +12 light cavalry +5 horse archers | Stables III | Converts to Steppe Stables II / Barracks II |
Weaponsmith[edit]
Weaponsmith | Cost | Build time | Effects | Requirements | Notes |
---|---|---|---|---|---|
Weaponsmith I | 100 prestige | 365 days | +10% morale +10% reinforce rate +25 retinue size | ||
Weaponsmith II | 200 prestige | 547 days | +10% morale +10% reinforce rate +20 retinue size | Weaponsmith I | Converts to Training Grounds I / Arsenal I* |
Weaponsmith III | 300 prestige | 730 days | +10% morale +10% reinforce rate +15 retinue size | Weaponsmith II | |
Weaponsmith IV | 400 prestige | 1095 days | +10% morale +10% reinforce rate +10 retinue size | Weaponsmith III | Converts to Training Grounds II / Arsenal II* |
- Note: since an arsenal can only be built in the capital of a merchant republic, a weaponsmith will do nothing in a non-capital upgraded to a city.
Fortifications[edit]
These buildings may only be built by followers of a defensive pagan religion. They cost piety instead of prestige.
Rank 3 members of the Romuva Warrior Lodge can spend Renown to construct buildings in this series instantly and without the Piety cost.
Fortification | Cost | Build time | Effects | Requirements | Tech Requirements | Notes |
---|---|---|---|---|---|---|
Wall and Ditch | 100 piety | 365 days | +0.2 fort level +15% garrison size +10 archers | |||
Camouflaged Outposts | 200 piety | 547 days | +0.2 fort level +15% garrison size +10 archers | Wall and Ditch | Converts to Castle Fortifications I / Town Fortifications I | |
Layered Palisades | 300 piety | 730 days | +0.2 fort level +15% garrison size +10 archers | Camouflaged Outposts | Castle Infrastructure I | |
Stone Watchtowers | 400 piety | 1095 days | +0.2 fort level +15% garrison size +10 archers | Layered Palisades | Castle Infrastructure I | Converts to Castle Fortifications II / Town Fortifications II |
Castles • Cities • Temples • Tribes • Nomadic capital
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