Crusader Kings Anyone know why this 'Exit game' button is labeled 'Open Dynasty Tree'? |
- Anyone know why this 'Exit game' button is labeled 'Open Dynasty Tree'?
- What an unusual name...
- Base 6 learning ruler somehow turned out to have the best stat I've seen.
- When the AI is looking for a spouse for their young heirs
- Things got out of hand...
- ♪ China is whole again...then it broke again ♪
- Rejoice.
- If you three are just gonna fight over the Holy Land, I'll have to confiscate it!
- Best places to build tall
- My goodness, this is horrible news! Who would do such a thing?
- R2D2's traits in CK2
- Please allow cadet house to form their own dynasty!
- Can we get the possibilty to get our dynasty tree generated in an excel (or similar) file? Because our dynasties tend to become huge in the late to mid game and the "Show dynasty" button becomes an alt+F4 Hotkey
- Any love for poor Hakon of Namsborg, Haesteinn's underpowered alternative?
- Giving clans more land does not decrease Clan Land Demand?
- Mare Nostrum
- [CK3] When I capture an enemy capital, and the leader is in said capital, what determines if I capture that leader and end the war automatically or not? It seems to be random.
- My Semi-Historical Ironman Kingdom of Sicily, with King Roger II
- What the heck I missing?
- Playing Tall Guide - Tips, Tricks, and Strategies for Playing Tall in a Duchy or (small) Kingdom in CK3, or How to Conquer the World with 8 Counties
- Some questions about Populist Factions
- Which Start date do you play the most in Ck3?
- AAR from my Dynasty's Perspective in a CK3 Roleplay MP Game (PART2) "Revenge of the Reds"
Anyone know why this 'Exit game' button is labeled 'Open Dynasty Tree'? Posted: 14 Jan 2021 06:32 AM PST
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Posted: 14 Jan 2021 03:53 AM PST
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Base 6 learning ruler somehow turned out to have the best stat I've seen. Posted: 14 Jan 2021 02:00 AM PST
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When the AI is looking for a spouse for their young heirs Posted: 13 Jan 2021 01:27 PM PST
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Posted: 14 Jan 2021 05:47 AM PST
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♪ China is whole again...then it broke again ♪ Posted: 14 Jan 2021 10:13 AM PST
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Posted: 14 Jan 2021 08:44 AM PST
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If you three are just gonna fight over the Holy Land, I'll have to confiscate it! Posted: 13 Jan 2021 12:27 PM PST
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Posted: 14 Jan 2021 04:15 AM PST Alright guys, I've recently fallen back in love with building tall and I wanna share my favourite places to build tall, why they're good for building tall and how I do it. Disclaimer: I often use ruler designer to cheese it as much as possible, while not making stupid broken characters. 400-600 points is my normal range Lets start with the classic: Kingdom of Bohemia, 1066 WHY: Ahh Bohemia, what's not to love here. Two duchy kingdom in an empire that's not likely to have its neighbours on your side trying to take its territory. 3x 6 slot counties in the Duchy of Bohemia, 7 farmland baronies, a mine, hemmed in by mountains and your culture is entirely in your territory and your territory is entirely your culture. The only thing it's missing is a holy site, but oh well, we can't have it all. HOW: You barely have to touch this one at all, it practically builds itself tall without needing ruler designer at all. The first thing I do when playing Vratislav is to get rid of House Seniority, up the Crown Authority and host a feast to get the rest of your Prestige and opinion. After that you want to take Olomouc for the second Duchy slot, then just kick back and build up. You can take Zatec, Litomerice and Znojmo for the last of the castles with farmland if you want, but I don't find it terribly necessary unless you have a ruler with a shit-tonne of stewardship and you have spare holding slots unfilled. The hardest part is not getting yourself elected Emperor, which is going to happen eventually because you hold an Elector-Prince title. Worst case scenario there is that you get a bunch of hooks on the other electors and force them to vote for someone else for when that character dies and you only hold the HRE for a generation. Oh and a side note: Bohemia is still good in 876, but not nearly as broken as 1066. First, the kingdom is only one duchy, which you can expand to contain the Duchy of Moravia as well, but your pagan faith makes all the big boys nearby hostile and all (I think) of your vassals are tribal, so it's an uphill battle, but the payoff is decent once you've done it. Next lets go with the one I think is actually the most powerful: Kingdom of Tamilakam (876) or Chola (1066) WHY: Alright, this one is super over loaded it's kind of insane. Between the two main duchies (Pandya and Chola Nadu) you have a 7 slot county with 5 slots being farmland and 2 jungle (sweet, sweet Elephantries), another 3 farmland counties, a Unique Holy Building slot that works for all Eastern Religions, a minimum of 18 development in 876 or 25 in 1066 and it's mostly along the coastline so you can get majority of your baronies with ports, which cranks your development up even more. On top of that if you go Hindu or Jain there's some Holy Sites in your territory as well, though the Hindu one is in the Duchy of Tondai Nadu, but it's not hard to add to your collection, especially if you're taking the whole kingdom and have some vassals under you. The Tamil culture is also entirely within your borders, but not all of your territory is Tamil. HOW: This one has a few different ways to do it, depending on which start date you want to start in and which religion you want to go with. The easiest option, in my opinion, 1066 and Hindu. The starting ruler is perfectly usable, no need to cheese the ruler designer. You'll start at war with Rohana, but if you lose it's no big deal, but you might have to deal with a belligerent neighbour if you don't try to wear them down a bit before losing. Next, just grant your northern vassal independence, most of their territory isn't De Jure yours and it'll leave you with the Hindu holy site. Next you wanna get at least Madurai off your vassal, but preferably all of Pandya. Getting all of Pandya is more important if you want to go Jain, because it contains the Jain Holy Site. After that it's just a cast of building up and fending off your neighbours, since you're much less protected than Bohemia. As for 876, you can start as either Pandya or Chola and just take the other's territory. This can take a little while because you're not hostile religiously and need to wait for claims and truces, but it doesn't take long at all to get the important counties. Pandya can do it slightly faster because they have one more territory than Chola. Once you've finished combining them, just add one more county and you can make the Kingdom. I like adding Chera because it means you have one less border to worry about. Next, my favourite fixer-uper: Kingdom of Mali or Duchy of Manding WHY: This one is super overloaded with potential, but takes the most work to get going. The main attraction for this one is the mines. 3 of the best mines in the game, two in the same duchy and one in the duchy next door (Bambuk). On top of that there's some nice floodplains and a holy site, though you can't use it with the mine it does make reforming the faith easier. HOW: Alright, so there are a number of factors which change how you want to do this. Do you want to being independent or just chill as a vassal? Do you want to start in 876 or 1066? Do you want to cheese the Ruler Designer or start with a normal character? Do you want to get to feudal ASAP or are you okay with being tribal for a while? I'll try to be as brief as I can running through these, but some take a bit more explanation than others.
Finally, lets go with one I only just discovered and is the inspiration for this post: Duchy of Ferghana (aka Alexandria Eschate) WHY: Alright, so I have a particular soft spot for the history of Bactria, I can and have ranted about why these guys are so interesting from a historical perspective, but I'm just gunna skip over most of that and just say that Alexandria Eschate, also known as Alexandria the Furthest, has a very strong Duchy for playing tall. 2x 7 slot counties, with 5 slots being farmland and a bunch of plains, but also a bunch of mountains around the edges which makes it nice and safe. Get good garrisons in castles on mountain or hill slots and it's going to be a real pain to take the territory off you. Decent development for the area too, but the main strength are those insane barony counts. There's also a duchy next door with a 6 slot county for your second duchy slot, but the focus is definitely Ferghana. The main downsides are the lack of special buildings and the inability to control your cultural innovations, unless you cheese the ruler designer. HOW: So this is going to vary wildly depending on if you start 876 or 1066 because a decently sized kingdom controls it in 876, so you have to work harder to get in position. 1066 is pretty straight forward though because a count controls the two good counties you want and one smaller one, so you can just start as them and either go normally or cheese the ruler designer if you want to have control of your culture or be feudal rather than clan. 876 on the other hand, you want to be a vassal of the Samanid and they should give all the counties in Ferghana to people because they start waaaay over their holdings cap. Just get some claims and take it over. If you are going to cheese the ruler designer and really want a holy site, I recommend going Manichean because it's the closest one and has a decent level of development. Only problem is that it's the capital of the Samanid in 876, so you will have to wait for it to switch hands before you can take it. Also, I don't recommend playing this one independent, at least until you've really built up a defensible position. Lastly, some brief honourable mentions:
Now that I've put forward my favourite places to build tall, what are yours? I'm sure I've missed some and I'm keen to see what people have to say about the spots I've mentioned or any I've haven't EDIT: I'm talking about CK3 here, just for clarity [link] [comments] | ||
My goodness, this is horrible news! Who would do such a thing? Posted: 14 Jan 2021 10:11 AM PST | ||
Posted: 13 Jan 2021 09:46 PM PST
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Please allow cadet house to form their own dynasty! Posted: 14 Jan 2021 11:02 AM PST I find it ridiculous that by the end of the game i end up with more than 30 cadet houses and thousand of dynasty members, and it is laughable for the dynasty head to retain control over cadet houses that are hundred years removed from the main line or simply to powerful. The house that mostly suffers from this is the House of Capet, yes, they originate from the Robertine dynasty but by 1066 you could consider them their own independent house and not just some cadet, the worst thing is when you form a Capet cadet and the name becomes Robertine-whatever, that just makes no sense, why would a Capet name their house after the extinct Robertinians (cadet names need improvement in general as their name are mostly composite and ugly when we have some good example irl like the Houses of York,Lancaster,Valois,Orleans,Bourbon. More of that less of Robertine-beaumont type names) A house that has reached a considerable level of prestige should be able to split from the main line, and bring the cadet houses that spawned from their line with them as well into a new dynasty. [link] [comments] | ||
Posted: 14 Jan 2021 08:36 AM PST Can we get the possibilty to get our dynasty tree generated in an excel (or similar) file? Because our dynasties tend to become huge in the late to mid game and the "Show dynasty" button becomes an alt+F4 Hotkey This is especially a tad annoying when you are trying to favour one specific house or simply a line of your dynasty [link] [comments] | ||
Any love for poor Hakon of Namsborg, Haesteinn's underpowered alternative? Posted: 14 Jan 2021 01:22 AM PST
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Giving clans more land does not decrease Clan Land Demand? Posted: 14 Jan 2021 08:21 AM PST I just started playing as a nomad for the first time. I've done a bit of research about how playing as a nomad works and I felt like I knew everything I needed to. However, after finishing that war you start with when you play as the Monghol Empire in the Age of the Mongols timemark my Clan Land Demand count was at 4. So I gave one county to a clan that had no land and it went down to 3. However, after giving him about 5 more counties the counter still is at 3. Does anyone know what I'm missing here? The only thing I could come up with is that the other counties I gave him weren't nomadic? And if that is the issue, how do I make counties nomadic before handing them out? [link] [comments] | ||
Posted: 14 Jan 2021 11:25 AM PST
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Posted: 14 Jan 2021 07:27 AM PST | ||
My Semi-Historical Ironman Kingdom of Sicily, with King Roger II Posted: 14 Jan 2021 08:55 AM PST
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Posted: 14 Jan 2021 04:05 AM PST
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Posted: 13 Jan 2021 06:17 PM PST This is a guide and playthrough for playing tall in Crusader Kings 1.2.2. It identifies some useful strategies and goals for playing Tall, as well as what I think is the most fun tall playthrough (in my opinion, super subjective). I like text heavy guides that you can follow along as you play and read over more than once.. so.. Be warned. Playing Tall means, to me, playing one or two duchies, or one small kingdom, and maximizing your own personal domain within it. If my domain limit allows me to, I will have almost no county-level vassals, and sometimes even hold baronies within my counties. Obviously this usually means a large domain, but without vassals you can easily sit +1-3 over your domain limit without a problem. It does not mean you do nothing! Yes, you spend a lot of money on buildings, and you will not be launching huge foreign wars to build an Empire, but you will still be going to war. Playing tall gives you the stability to really delve into your neighbours politics, and the wars you wage will have very different goals than the normal expansion-based CK3 game. Instead, playing tall lets you cut out vassal management (for the most part), focus your wars to specific goals, and reorients your game to dynasty/succession management rather than vassal wars. Candidates for Playing TallAny duchy can be played tall! It's just a matter of difficulty, but any player that focuses on building up their duchy (even without worrying about their culture development) will come out better than the AI. This list considers easier duchies, but anywhere you think there is a good story to uncover is a good place to play tall. Here are a few factors you should consider, though sometimes just one of these is enough to be a fun playthrough:
There is a lot of "best duchies" out there for playing tall, you can find them easily enough by searching this sub or the main Paradox forums. Best duchy is entirely subjective (you will see my pick below), but here are some contenders. These are duchies with lots of counties, or highly defensible, or very rich, or all three:
There are other likely candidates, but these are some of the most popular. Here's a map of special buildings if you want to focus one of those. However if you really want to play tall, recommend going Feudal over tribal or clan, so that you can jumpstart your development / tech progress. Like I said above though - go tall where ever you want, its a mindset, not a rule. How to Play TallThis list is a mix of things that are essential to playing tall as well as suggestions of goals for playing tall. Please note that I am not a min-maxer, so these are definitely not optimized. Remember that expansion beyond the duchies you control is not ideal! You don't want to have to deal with vassals or claims that might start wars against you. You want to focus your economic wealth only into those counties that you control, and will control for the generations that follow. Stewardship points are absolutely essential to a tall build, and every ruler should probably at least dip into this. You will need all the points you can get from traits and lifestyle. It's important because you are trying to personally control a very large domain. I have found usually you will max out 6-8 domains early game and that quickly goes up to 10-12 within a couple centuries or so of tech development.
Ensuring a high stewardship is important because of all the counties you will want to hold, not just for the wealth/levies it gives you, but because you will be spending a large part of your income improving these counties. Nothing worse than giving out a county to some whelp who uses all your investment to rebel against you in a generation. Building up your counties is probably the most important and central aspect to a Tall playthrough, but it often requires some careful planning and forethought. After all, you will be stuck with these for centuries, so it's worth your while to get the right buildings and upgrades in them. This means you will have a slow start compared to say, Vikings rampaging across Britain, but within a few generations you should significantly outperform equivalent sized duchies (or even kingdoms), since you will have few vassals and will have begun maximizing building/county slots.
As you might imagine, building and upgrading all of these baronies/counties takes a lot of gold and a lot of time. But, once you have the ball rolling it gets easier and easier. As your cultural fascination (technology) develops, you should begin planning advancements that unlock buildings to coincide with having a surplus of funds. I found eventually you begin to have waves of investment that stop when everything you can build has been built, and you're waiting on the next tech unlock. This means you have to be planning ahead. Unlocking the next level for Castles for instance, could mean +5000 gold investment over the course a few years, so be ready for it. It will still be a long time before you have "enough" gold, as you will either be spending it constantly, or building it up for 20-30 years down the line when you will need to spend 10,000 gold in a decade. The exception to this is probably Mali. gold gold gold. A lot of these buildings will seemingly do very little unless you match it with development growth. Each point in development increases a county's supply by 150, and for Feudal/Clan rulers (hence why Tall Tribal is more difficult) it increases taxes and levies by 0.5%!
Managing your Dynasty will become a core aspect of your playthrough. Since you don't want to expand your actual realm borders through aggressive wars, you will instead be focusing on expanding your dynasty control through aggressive wars. All those disinherited sons you gather up every generation need some place to go!
Eventually, you will want to create your own religion with Warmongering/Pursuit of Power, so you can just launch wholesale Kingdom claim wars without marriage. Give your disinherited son as many duchies and counties as you can, slap the kingdom title on them, and they will go independent. Like before, ally and help them win the inevitable wars that follow your conquest.
More generally, you should still be going to war fairly frequently. If you start as a vassal, you might be supporting other vassals claims, or supporting whatever whackadoodle war your Duke/King gets involved in. Often the stakes are small, but you will be much more involved in what your neighbours are doing. When you ally someone, fight their wars ! You want your allies to be successful so they can continue protecting you. Or, you want your liege-lord to survive so they can continue protecting you while you are small and building your economy/development/levies.
Tall Playthrough GuideSo far, I have reviewed some of the lifestyle, education, economy, and military choices that will help sustain a tall duchy/kingdom. These tips can help out whereever you decide to play tall, but I wanted to outline a specific start if you are overwhelmed by the options. First, a couple of points about the decisions to make when deciding who to play. You will have to decide whether you want to play as a vassal or independent ruler - either because you start off as a vassal, or you plan to swear fealty. Personally, I prefer the vassal start, as it gives you a safety net against neighbours and you can spend a century or so playing internal politics and wars. It just depends what goals you are after.
You also might want to consider just using the Ruler Designer and, if you don't care about Ironman, you can really set up a prime character and spouse following the tips I've laid out above. Just crank that stewardship and genetic supremacy.
So there are a lot options for you, but what I think is a really fun start to play tall is Sardinia and Corsica in 867, as Oliviero di Cinarca, Count of Vecchio in southern Corsica. You are a minor scion of the Bonifazi Dynasty, outclassed by your cousin Duke Adalberto of Tusacny to the east, and Count Berardo of Siena. Your father, Count Cinarco, inherited the title from his brother, the firstborn son of your grandfather, Duke Bonifacio I of Tuscany, himself the son of the unlanded founder of House Bonifazi.
When the game starts, do the following:
There are a few reasons you may want to restart at the beginning:
You have two money goals for these first years. You will use your Suffragan Bishop to fabricate a claim on Ajaccio. This will cost around 75-100 gold, so be ready for it. You should focus on building your levies up. You are probably around 230, but you will need to ensure you have the armies to siege the capital of Ajaccio while suffering attrition, using the survivors who defeat the Ajaccio army. You should definitely aim for be one barracks and two Man-at-Arms, but you might want more depending what Ajaccio builds.
This is going to take a few years, so you can speed it up, or keep an eye on your cousin the Duke of Tuscany (your liege), the Karling kingdoms, or whoever. Or see whatever that rascal Haesteinn of Montaigu gets up to (East Francia probably lmao), or how Alfred of Wessex fares against the Sons of Ragnar. A lot of shit happens in the next few decades.
It can take a while to overcome Ajaccio, but once you do, fabricate a claim on Bastia. It's probably owned by the Duke of Tuscany, but you will hopefully be taking it once he dies and one of his sons inherits the Duchy of Corsica and that single county (if you're lucky). Once you conquer that (watch out for enemy alliances here), you will automatically become vassal to the King of Italy, and 250 gold later you will be Duke of Corsica! Your next goal will be conquering the island of Sardinia, and taking your place as head of Sardinian culture. I would recommend getting Plenary Assemblies for the Crown Authority and the ability to revoke titles. This is a long ways away, but if you still have say 3/6 counties for your domain limit, you will want to take over some baronies. From here on out, things get a bit chaotic to predict. Hopefully this is enough to get a taste of this fun playthrough, but I will remind you again that this specific county can be difficult. Follow the steps above to solidify your economy/military in Corsica and Sardinia, and set some goals for yourself, but don't be afraid to make mistakes, restart, or just play another Tall Duchy entirely. Sorry, you won't conquer the world with 8 counties, that was a click bait lie. Please feel free to add to, comment on, or outright correct anything you see here! [link] [comments] | ||
Some questions about Populist Factions Posted: 14 Jan 2021 08:19 AM PST I know I asked about populist factions fairly recently, but I have something else that I'm curious about; also, there's no wiki page for populist factions yet, so I can't look it up. Populist factions are the greatest threat to playing as I prefer (as a vassal) so I find them important to know about.
Thank you for any answers! [link] [comments] | ||
Which Start date do you play the most in Ck3? Posted: 14 Jan 2021 08:17 AM PST | ||
AAR from my Dynasty's Perspective in a CK3 Roleplay MP Game (PART2) "Revenge of the Reds" Posted: 14 Jan 2021 11:48 AM PST
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