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Don't build level 3 burgages for your artisans until they get that 0.8.024-induced bug fixed.
Don't fiddle with the crop rotation during harvest/plowing/planting season.
Don't ever trust autosave.
Don't trod on Superman's cape; don't spit into the wind . . .
Don't cut trees near berries.
Don't cut trees near animals.
Having over tithed and taxed and not understanding the game dynamics I hope these tips will help.
Taxation is an annual event. So you only need to tax your people once. The best strategy is build up your towns regional wealth. If you have 55 regional wealth, and tax at 50% your only getting 27 ish in your treasury, this would be a terrible idea. Try to save money up and the ntax from a very large pool one, it will give maybe one month of depression or none, I now leave my tax at 1% and then work out hte math 60 days before payment. I run a pre two month cycle and tax slightly more then what is needed. Example. Two requires 250 Royal tax - I have 2500 regional wealth saved up. One month of 10% tax will be enough to pay the royal tax, and hardly a dent at all. This is a better way to do it.
House level two is a must, planks and timber. This gives you monthly regional wealth per house level per occupant family.
Only export goods early on, unless it is tantamount to your survival, or you have the trade perks then import as much as you want as its super cheap with both perks.
The best early export trade route is cogs ( set it in advanced at a artisan house requires two planks, nice monthly income.)
OXen are extremely important, as a rule of thumb, 100 people require 2 oxen atleast to have a functioning system. Make hitch points near road juctions and upgrade them the oxen will be left there for others to use, allwoing rapid construction and industry to produce goods.
Example. 90 population 14 oxen, 2 horses, 2 mules. This will speed up raw resource and building systems of your working system. Setup two trade posts if you can early, thus two horses. One operated by 4 people one operated by one. This makes trading have significant increase.
Depending on your perks determines your direction. Early fielding is great, even on terrible soil you can set up fallow. Fencing allows animals ot poop on your field. Butchers and animal pens combined with double meat perk essentially can operate your pig as a 12/15 month free.. so you only have to pay for 3 months.. out of 15 months. This significantly can free up time and space.
Always have someone at the church.
Once you have a good savings of regional wealth, where taxing it only at 10% can pay for your year of royal taxes, you then should invest in specific things, and requirements. However, animal pen to pigs right away is a huge saver early on. Pens take up less space. Full time granary and stock operators are great. farmers can be used elsewhere during winter and after the fields are worked and thus let growing, during this time, Kiln or firewood should be chopped. Don't forget forestry.
Eventfully you will get 1000 influence, simply by tithing 1-12% of your food, remember that this is a monthly thing.
Housing, can be a Single dwelling per lot, or a double dwelling per lot. Each lot can have a backyard. Animal pens can take up less space, gardens are great but also take time form the family and their job much like running a marketplace.
Buying another territory via church influence and then paying 250 for a settler group, this then is a separate manor, lorded over by you... a bit confusing since I thought it was just your territory expands.
Holding TAB reveals HELPFUL information.
USING CONTROL + Middle mouse SCROLL REAL makes the circle bigger and smaller this way you can accurate target all needed areas worked so .. example your farmers don't march around the map doing all the farm fields. Game isn't quite forward about this.
SHeep breeding enabled, with double meat, when you have 55 sheep can be quite good + butcher + double meat.
Fence perk increases field FERTILITY not sheep... they poo in your field.. Better description would be fences increases soil fertility, or soil growth quality.
Roads are easy to make and easy to remove, make roads everywhere... Roads should also give hte player 10% speed increase when on, but that doens't happen, lol.
Desired surplus
-Full Trade - will import or export but keep you towards that desired number. (this can be good for things like stone, or planks, also check your trade markets as the amrket can collaspe and then cease exporting until it recovers)
Import will stop importing at a specific number
Export will never sell below your desired surplus number.
I hope these tips allow you to grasp the basics and then try out interplay with bandits and how you can loot them. Yeah the game really didn't tell you anything in the terms/glossary or help. It was just surviving and confused about things, the biggest problem I had was I treated regional wealth like gold and would spend it right away and then taxed and I thought tax was some hidden amount, no far from it tax is directly from the regional wealth. so there is no point of taxing your people unless it covers the entire amount of the royal tax imo, so saving that amount is important.
IMO, the double meat, and half cost trade route and half cost imports are some of hte best perks per powerlevel. The trade perk is so powerful... compared to the lack lustre, food perks and farming perks per work and other effects.. Depending how deep your get into the game, Your going to either need farming perks or trade perks to meet thedemands of the requirements to upgrade a house to level three which is apparently being drunk .
Suggestion of gameplay improvement.
There is not overview button of where everyone is assigned in a data like sheet, and there is not a system of re-distritbutable works, that should be a must, where it takes all currently assigned and then assigns all families from closest dwelling to work place. Since no family as a a skill and if they do they can't be assigned. Currently the only method is pause the game, recall all works from each place, and the nredsitirbute them manually from houses, or else where, which having a worker spend 5 days walking is not cool. lol. Worker redistirbutable button doesn't really cahnge anything just moves everyone around so their are more effeciently distributed.
Perks do determine your future. If you go trade, importing and exporting food and other resources makes life easier... I wish the market was a little more erratic, or a desperate foreign merchant selling food at a discount price appears, their kingdom has an abundance of food, but need say firewood.. So you get a couple options regional wealth cost or a firewood cost...
Story Time
lost about an 30min of play time cause my troops ran into his while marching to the battle, had a pitched fight in the middle of nowhere (clapped his whole army, minimal Cas.) Sent Retinue to "Capture the battlefield", Militia went home for the harvest and Hildebolt showed back up with about 120 more dudes at the last 30 days, had to bail and let him have it. It was the next region I wanted to conquer as well
Edit: Was wrong, just make sure to fight Hildebolt on the pre determined battle field
If you meet Hildebolt on the designated circled battlefield as soon as possible after claiming his land or countering his claim, the "days of battle" countdown will disappear after a banner notice pops up telling you "Battle begins!" and the battle timer will be replaced with the phrase "battle in progress!".
If you trigger this event early, you deny the baron the ability to spawn any additional armies. Also: Make sure you have hired all available mercenaries before you try this. Or he will do so and swarm you with overwhelming numbers.
So, Saw has a milestone of '30 days before battle' and Jabberwocky has a milestone of 'trigger the event early'.
Which is correct?
And Jabberwocky, what is 'early'?
As soon as both your army and Hildebolt's army arrive at the designated battlefield circle, your battle status changes from this ("days remaining..."):
https://steamcommunity.com/sharedfiles/filedetails/?id=3357657248
...to this:
https://steamcommunity.com/sharedfiles/filedetails/?id=3357650989
Once the "battle in progress" is won, immediate victory is declared, and Hildebolt declares peace again. No second army. Just hold the circle. Chase down enemy archers with 1 or 2 units of light infantry or spearmen, let the rest of your men hold the battleground. And take all available mercenaries before trying this, or Hildebolt will.
EDIT
Fortunately, as I have just found out, you can send a logging crew to chop them down when they're big enough.