Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Also, I would say that it's more situationnal to get a castle... I got mine from a faction that was almost dead and had barely the men power just to fight aginst my own army.
Then you can leave the kingdom, keeping your lands (not by talking to your liege, use the red button in the kingdom interface). Before you do it, make sure you're close enough to a weak member of your soon-to-be-ex-kingdom so you could barter for peace (or close to an NPC that lets you found your own kingdom, that will make war flag go down as well).
Also, make sure you've saved up about half a million before founding a kingdom. You're going to need the cash in case someone randomly declares a war on you (that happens, but it'll cost pitiful 50-60k to end it). You'll also need cash and charm to get some noble families to join you. It's easier to recruit those that have no lands, but even they might ask for 15-50k bribe.
Best scenario, imo, is to get at least 1 town (better 2 or 3) to your name before you go solo. Once you found your kingdom, run around for some time until you get 50 influence; use it to pass the "council of commons" law (at least I think that's how it's named - you need the one that gives you +1 influence daily for each notable in your towns). Use the newfound avalance of influence to pass every law you like - and since you have no vassals, you don't need to bother with their opinions.
Once you're happy with your legal system - start recruiting people, both lords and mercenary companies - mercs aren't reliable, but they're cheap and readily avaliable for new kingdoms.
newly capture by other faction and make peace with them after that,grofit
That's how I did. Aserai took a city well beyond outside their borders, so I waited a day and took it for myself. Their army disbanded the day after that and now they have another hostile kingdom between me and them to deal with.
But beware! influence become negative
During the campaign itself I was releasing every defeated lord which currently is the most secure way to build up relationship (unless you are using mods).
Once I decided to build my own kingdom I went around the whole map and using my Charm skills, convinced enough lords to join my kingdom (make sure to first pass all the kingdom policy that gives you influence before there is anyone to oppose you). You will also need at least 200-300k saved up because you need to buy some lords.
Once I got myself a big enough army I chose the kingdom that is least powerful or had the most enemy currently and just fought them for more castles while at same time tried to convince even more vassals to join me. And if someone tried to take a castle I just call all my lords to me and defend it. In my free time I went around and fought all the armies I could and captured all the lords I could so that the enemy could never muster a large enough army to siege.
Currently, I control around 80% of the map, the rest 20% divided between the two remaining empires.
Afterwards, it's about 2 barters for 1 skill, but once I got to 125, I already got my kingdom. So now I use my endless influence to improve relations with vassals (50 for 1 or 2 relations with a familiy) which also gives Charm XP.
To make sure your nobles don't become too powerful (and to avoid paying mercs), you can pass some laws with a daily drain on influence. So when you use Promote on a family, it's a win-win-win: you get Charm XP, you improve relations with them, but they still remain powerless. Ideally, it's best to get them to the point when they adore you (50+) before giving them a town, because then they'll have enough influence to actually have a say. So it's best if they become yes-men beforehand.
Unfortunately, you can't keep every town for yourself - not only because of the interface issues; It's also necessary to have some influential vassals, because they form armies that can somewhat competently defend your lands, and, most importantly, lay sieges (I hate laying sieges myself, because it leads to a relation drop with the owner)
This has worked better for me for castles. I don't know if this is intended in game, but I feel like kingdoms don't care as much for castles, and are less likely to send a huge army. Like I said though, not sure if that's more luck, or just coincidence.
90 vs 1000? C'mon man, Raise that difficulty. Playing on very easy can't be satisfying.
Using this method, I think I could kill a thousand troops as well, even though it would take a few hours. And with loads of horse archers, you can speed up the process considerably (just pay attention to their ammo, so they won't start charging into enemy lines).
Have you heard of the Kuzaiths horse archers? I play everything on realistic .
Exactly. Horse archers are very overpower. Just run around the enemy shooting at them. When you run out of ammo just leave the battlefield and come back to finish the job. If they have cavalry then sit at the edge of the map battlefield and kill them then exit the battlefield and do it again.