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Some general tips:
Resources:
food - increases speed of population growth
health - also increases speed of population growth, but more efficiently for larger populations, protects from plagues and negative events
infrastructure - for buildings
piety - income should be at least 4 per one population (if you have 10 population - you should have 40 piety income), otherwise you can get heresy, which decreases loyalty
stewardship - income should be at least 1 per population (otherwise you can get bandits) and at least 50% of gold income (otherwise you will lose gold), otherwise useful for loyalty (stewardship increases local authority up to 100, local authority increases region's loyalty), it's important especially in regions far away from your capital
For military: there are generally 3 types of units, you need to pay attention when recruiting them:
levies - cheap to recruit, expensive to maintain, generally weaker, good to recruit for short times, when you need them, and then you can disband them
standing units - expensive to recruit, cheap to maintain, generally stronger, good long-term as the core of your army
mercenaries - may be good, but very expensive
Building slots increase with population - if you have, let's say, 10 population, you have (normally, without modifiers) 10 building slots.
For money problems - you can sell your regional decisions (open regional decision menu at the top right and CTRL-right click a decision you don't want), it can be a good source of money at the beginning of the game.
When constructing buildings, they often produce resources that can be used by other buildings. If on the building panel it says, that for example it will increase income of other buildings, it may be more worth to build it.
Edit:
When you conquer a region, it will usually get some negative modifiers (like "just conquered", "under pacification", etc., you can see them on the region panel) that decrease loyalty and productivity. They pass after a few turns.
For that time it is generally better to keep an army in that region or nearby, because there may be a chance of rebels spawning (you can see chance of rebellion on the loyalty tooltip).
After some time, usually those modifiers are removed and loyalty increases.
The number of buildings slots is limited by population so when you can't build concentrate on food production. Some building are listed as "milestone building" and will then allow the later tire building for their area to become available. If the upgrade you want is not shown you can always use the Edict button to see if it can be selected by spending authority.
If you are getting a lot of rebellions look at the loyalty and revolt risk of your regions and their respective religion and culture. Some buildings increase loyalty. If the region is not the same religion that will have most impact so look to build piety producing buildings.
Have a look at the manual for areas you are struggling with. A lot of the mechanics are better explained there.
https://youtu.be/P6vXJWmWSow?si=G4jMDf6hvKgtOg_C
They're actually fairly straightforward, in fact you probably already know what they do (under another name) given the games you've played.
Food prevents people from starving to death :) It also governs population growth - the more food you produce, the quicker your people reproduce (after which your food store resets, or at least drops to the percentage you're allowed to carry over if you've built any food storage buildings). It also helps to feed any armies you happen to have hanging around. There's not really much else to it, beyond noting that food is redistributed on the provincial level so even a town which is producing negative food won't necessarily starve to death if the neighbours have a surplus.
Stewardship boosts local authority. It's kind of a catch all for 'good things happen'. High local authority increases loyalty (and offsets penalties from distance to the capital and similar) which reduces the revolt risk and increases the chance of good events, like the people spontaneously deciding to help out on your building project, while decreasing the chance of bad events like banditry.
Piety is basically religion. The more you produce, the more you'll convert the local populace to your religion and the less likely they'll go off and worship suspicious cloven hoofed forest deities and upset the Pope. The main downside of course being the higher your piety production the more burny the local priesthood tend to get with heretics, lonely old women who read tea leaves and anyone who knows how to spell 'astrolabe'.
It's because it tries to give you as much information as possible on the building screen. They're actually fairly straightforward though. First thing to look at is the net income. This shows how much you're paying to keep the building, and what you're getting out of the building. Helpfully, you'll also see things like "including X <resource> from <good>" which lets you know the building is generating additional stuff because it's consuming a good. You can also see "Missing bonus of X <resource> from <good>" in which case the building could be giving you even more if it had access to the specified good. Some buildings will also list a "needs <good>", in which case you need access to that good for the building to even function, and if it's being fulfilled it'll either be 'local good' - i.e you produce it in the same province or 'imported from ...' if you're buying it from the neighbours, along with the cost (note even if you're using a local resource it'll have a cost). After which it'll tell you what the building does - e.g. piety bonus 10% means it'll give you a 10% bonus to piety production.
When looking to build a building these will usually be marked 'estimated' which just means that would be the result if the building was built *now*; i.e. if nothing changed between you selecting the building and it being completed. For buildings that provide a resource it'll helpfully tell you something like "X nearby would produce more", or in other words you have X buildings which could use that good to produce more stuff. If the building needs a specific resource you can also see "needs X, which can be imported from Y" which just means the required resource isn't available locally but can be acquired from another province or neighbour (via trade).
Note the goods are all tracked on the trade interface, so if you want a quick overview of what you're producing, using, importing and exporting it breaks it all down for you there.
Building slots are determined by your population, though some buildings also provide you with bonus slots. Not every building requires a slot though - those with a green border generally don't use a slot, while some like hamlets and fortifications are temporary (we'll come back to them), it's noted in the building picker how many slots a building takes, or if it evaporates at the end of turn.
Upgrades will appear as you unlock higher tiers of buildings, which usually requires a specific building. The craftsman hall for example unlocks more advanced industry buildings, including upgraded buildings. Key buildings are once again noted in the building picker, similarly if the building is an upgrade of an existing building it will tell you.
One of the quirkier bits it doesn't explain well is fortifications. Your region has a fortification level which, amongst other things, determines how well it can hold out in a siege. This operates slightly differently in that there's a number of temporary buildings, such as 'secluded hamlet' which when built provide a number of fortification points and then vanish. Once the fortification points hit or pass a specific threshold (noted on the tooltip if you hover over the fortification icon) you'll get a more permanent fortification such as a 'log stockade'.
Can be a couple of things. First of all of course military units in the field need wages and reinforcements which hits the manpower and coffers. Second is trade; the neighbours are less inclined to sell you stuff when you declare war on them, so any bonus outputs, or for that matter buildings, dependent on goods you were buying from them will disappear, unless you have an alternative source.
really helpful tips, thanks
I know this one actually already given in tips, but still your summary make my brain easier to chew it
thank you so much
actually I am aware about loyalty indicator but confuse how to increase it asap (like how piety and steward affect loyalty)
thanks
yeah of course I know food prevent people from starving, I am actually also aware food use for increase population, but actually still confuse how it affect troops supply (still not understand the mechanics) and also wonder if food traded between region/province or only stay in one region, especially supply region that lack of food
thank you, the mechanism of stewardship and piety actually pretty straightforward if I look again the tips. It looks like I confuse with ck3 stewardship and piety system.
thank you, really helpful. my problem now I can't disband troops given by vassal to me. And keep reducing my gold and manpower
For instance: despite my impressive military victories (destroyed Almoravids, conquered Zaragoza, ...) my authority seems to go down.
I'm beginning to think this game is work, which I get enough of in real life, not play.
Medieval rulers did not have to micromanage the building of a pig farm, a church bell or the number of craftsmen making shoes. The game loses itself in over-analysis of how medieval realms functioned. Tokens? Max demesne? Authority? Legacy? Stewardship? Civilisational tier? Ascending Duchy? Young unruly empire? Interesting as historical analysis, but not much fun playing.
I applaud the devs for their ambition, but I prefer elegant simplicity as the core of a good game. Still, I'm not giving up yet. I'm open to having my mind changed.
It's okay to like simple games and there is a place for them. But why should this game be dumbed down? If you look at the history of AGEOD games, this game is quite consistent with their catalogue.
It will do, yes. There's a difference between a ruler who takes over a province and integrates it into their kingdom versus one who arrives, declares themselves in charge and is gone by next week. If your authority is plummeting it's a good indication you're over-reaching and need to consolidate.