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You can try to build tall rather than wide until you can Feudalize, or you can swear fealty to a feudal lord and become feudal that way. From there it's just a matter of regaining your independence or playing as a powerful and loyal vassal.
The only way to really "rush" to it is to swear fealty, in which case you'll likely be fine.
Doesn't make sense IMO. A longhouse shouldn't magically become barracks. The whole point of tribal infrastructure is that it's strong, but it's cheap and quick to build because the necessary infrastructure to operate it isn't on the level of a feudal equivalent.
As far as OP, changing your realm's entire way of life is a big decision and you need to make sure you plan accordingly. If you do, you'll find that in the long term, you'll be far stronger than you ever were as a tribal realm.
But no matter how slow or fast such a transition would have been - the game really should warn you that this is a very drastic, pivotal step in your campaign and needs to be well prepared.
What i don't get is, why don't you receive a free temple and city in your counties in exchange for the lost tribal holdings - This was what made the transition in CK2 an actual upgrade. So you must pile up a huge amount of gold, in order to found these cities and temples yourself immediately after becoming feudal. You're looking at around 1000 gold per held county, minimum. And you'll need money to hire mercs. Thus between 10k and 20k gold is a good start.
Also if the ruler you adopt feudalism with already has the Architect lifestyle tree, it makes the process much cheaper and more effective.
And agreed, having an organized religion should not be needed. The ancients (talking pre-BC) were feudal LONG before heirarchical religion was around.
Islam hardly ever has structured clergy and they weren't just beduins running around raiding others to survive.
Islam was founded around the time feudalism started. The other ancients you speak of never really had feudalism. The closest thing I'm aware of is the Spartan system of land grants, but that wasn't literally feudalism. Tribal peoples of Gaul and Britannia had "kings" and land owners, but in practice each man was "king" of his own realm and only banded together with their "peers" when outside threats manifested.
Yes- this is list from CK2. Why was this not included?
Market lvl 2 - Town lvl 1 (Tax Income)
Market lvl 4 - Town lvl 2
Shipyard lvl 1 - Shipyard lvl 1 (Galleys)
Shipyard lvl 2 - Shipyard lvl 2
Shipyard lvl 3 - Shipyard lvl 3
Shipyard lvl 4 - Shipyard lvl 4
Training grounds lvl 2 - Keep lvl 1 (Levy and Garrison Size)
Training grounds lvl 4 - Keep lvl 2
War Camp lvl 2 - Barracks lvl 1 (L. Inf and Archers)
War Camp lvl 4 - Barracks lvl 2
Practice Range lvl 2 - Militia Barracks lvl 1 (H. Inf and Pikemen)
Practice Range lvl 4 - Militia Barracks lvl 2
Weaponsmith lvl 2 - Training Grounds lvl 1 (Morale and Reinforce rate)
Weaponsmith lvl 4 - Training Grounds lvl 2
Steppe Barracks lvl 2 - Steppe Barracks lvl 1 (H. Inf and L. Cav)
Steppe Barracks lvl 4 - Steppe Barracks lvl 2
Steppe Stable lvl 2 - Steppe Stable lvl 1 (L. Cav and H. Archers)
Steppe Stable lvl 4 - Steppe Stable lvl 2
Some historical aspects will have to be put aside for the sake of game play. As it stands the AI is screwing it self over in the mid to late game when it converts and it's making the game too easy considering how easy it gets for players mid to late game.
While the player can prepare before converting the AI won't be able to do that. Maybe they can create an exception for the AI or give an option in game rules for conversion of tribal to feudal buildings of the lowest tier.
I'm not sure. This would have fixed some of the issues with the AI when it converts. They could have added this option for players in game rules as well.