This is not an action game by any means, and especially early on it can feel like you really aren't doing anything. Essentially you should imagine the worst possible economic scenario that could happen to your realm, and keep that much money or more in reserve at all times.

: http://www.youtube.com/subscription_center?add_user=Arumba07This series is best viewed from the playlist: http://www.youtube.com/playlist?list=PLH-huzMEgGWBBUYoAjpLxFkbgFw19CeA_And finally, you can buy this game and others *on sale* at http://www.gamefanshop.com/partner-Arumba/ The higher your income, the faster you can construct or upgrade your buildings, so while at first you'll lag behind on the military front you will quickly catch up once your economic buildings repay their cost.After you have reached decent economic capital, with at least Castle Villages in all your holdings, you should go onto upgrading your military capabilities. I can't find anyway to switch from Tribal to Feudalism, and I can't find the answer online, anywhere. The monastic school increases your tech growth in the province by 10% at level 1, and 20% at level 2, for a total of 30%, while the university increases tech growth by 20% at level 1 and 30% at level 2, but level 2 comes quite late in the game. This is important, as buildings often won't pay back the investment within a single character's reign.Second, your capital will generally have the highest tech level of your holdings, and many technologies enhance the output of your buildings, thus buildings in your capital will repay your investment faster.Third, you should focus on your own holdings, not your vassal bishoprics and cities. Thus...the larger the base levy size is, the larger the bonus is. How large this reserve should be depends on your size. You'll see it at the top of the intrigue actions, but it will be ghosted out until you meet all the requirements. Browse other questions tagged crusader-kings-2 or ask your own question. Our community still continues to provide us with great choices, this week we have a pick for a fixed UI within FONV and a quest mod with an awesome name. As before, concentrate on your capital holding first, then go onto other holdings.For each military building you construct, your personal military capacity increases, and this capacity will be there for you even in times of crisis, and as such gives you a base military capacity at all times, thus vastly improving your capabilities during civil wars and also helping you in both defensive and offensive wars. One strategy you can use to maximize your personal troops involves the "Train Troops" mission from your marshal. As a small realm like say, Scotland, having 50 gold in reserve at all times would likely be enough most of the time, but it wouldn't be enough if you suddenly needed to hire mercenaries. As it works on such a large timescale, quite a bit of thought should be put into what you build, where, and when. https://crusaderkings-two.fandom.com/wiki/Construction?oldid=9339, Level 4, cost 300, income 3.0 - 100 years, Level 5, cost 400, income 3.5 - 114 years, Level 3, cost 100, income 0.2 - 500 years, Level 4, cost 150, income 0.2 - 750 years, Level 5, cost 150, income 0.5 - 300 years, Level 1 town, level 0 wall, cost 100, income 1.5 - 67 years, Level 2 town, level 1 wall, cost 170, income 2.2 - 77 years, Level 3 town, level 2 wall, cost 250, income 2.7 - 93 years, Level 4 town, level 0 wall, cost 300, income 3.0 - 100 years, Level 5 town, level 0 wall, cost 400, income 3.5 - 114 years, Don't build anything in your vassal holdings, except for monastic schools as long as you have places left to build elsewhere, For any specific building type, get it to the same level in all your holdings before going to the next, Prioritize economic buildings over military buildings, Bulding all availible holdings for each province early will pay dividends late game, Always keep a reserve of at least 100g, and preferably more, If you're under gavelkind succession laws, keep your construction within your capital duchy as much as possible. Because it saves alot of MP when doing the other national ideas. Once you fulfill all of these requirements it will unlock the Decision to Become Feudal. For vanilla Crusader Kings 2 Allows you to build hospitals, forts, and trade posts in your entire realm. In Crusader Kings II you can construct buildings in your county capitals, and in any holdings in the county that belong to your direct vassals.Construction is a long-time prospect, as it will take very long for most buildings to pay off. For castles, your own holdings are always higher priority, as they give the exact same benefits except in full. But taking it early and completing it is extremely helpful in the long run. When constructing buildings, your first priority should be your capital. In general, you want to upgrade your holdings as fast as you can. In addition, the benefit you get from your vassals is also subject to change in the long term due to changes in opinion, while your own holdings are unaffected.

With wall upgrades taken into account we now get a gradual progression for how long it takes to get a return on your investment, which thus shows us that aiming for level 1 first in all your holdings, then going to the next level and so on, makes the most sense. I think you have to upgrade to Stone Hillfort at your capital, too, to transition to feudal - in addition to the handful of laws that have to be changed. Your vassals will also improve their holdings out of their own pockets. In a game like Civ V, you are at least making some decisions early, but in CK2 you set things in motion and then wait for plans to come to fruition.



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