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
Until loyalty is 25+ nothing you try to build is going to work, so there is no point in pouring money into it right now. All you can do is put in a governor with the right culture, enough of a garrison to boost security without running you out of food, and/or do any quest the bound villages happen to need done. The rest is just a a matter of patience.
Edit:
The other possibility is that you are trying to run mods that aren't compatible with the current game version. If that's they case the only fix i know is to get rid of the mods completely or wait for them to be updated.
No food and natural loyalty drift for not being the same faction. Low loyalty can be solved via kingdom decisions and also eventually skills. Solve the food problem maybe more difficult as there is no way I've found to do so with castles other than Hunting rights policy.
Also, take care of any bandits and hideouts in the proximity to raise security and loyalty.
EDIT:
I think castles are broken at the moment. I had to use kaose tweaks mod to up food supply for castles. Otherwise, I had the same problem as you.
Good point about the kingdom decisions. Some of those can totally screw you and may be hard to do anything about.
They have not been looted, maybe ever. I'm also not running any mods.
The issue with garrison/security is that it's already out of food, so adding more is just going to make the starvation problem worse, which will hurt loyalty, etc.
It really feels like everything needs everything else while also an absence of everything hurts everything else. =P
Gah, thank you, the Hunting Rights policy is actually somewhat helpful here. It doesn't help me right now (it just turns -2.03 into -0.03, which still gives me the same Starving hit to Loyalty), but it will help in the longrun and make it easier to get out of this rut.
I might check out the mod you mentioned, thanks for the recc!
Edit: Oops, Hunting Rights actually screwed my loyalty. Okay, that didn't work out at all. XD
There are a LOT of kingdom policies for loyalty so that's not a problem. Just gotta farm some influence in battle.
Edit: Long Quote
Is this a castle that's been fought over and changed hands a lot? The prosperity you listed is kind of low, and i know there used to be an issue with fiefs that were constantly being sacked and changing hands going into a sort of death spiral where all the different stats were just feeding back on each other and made it nearly impossible to recover from. I haven't seen it in a while, but I play the beta branch.
You might actually be better off leaving it pretty much undefended and let an enemy take it off your hands, then go after a better fief. If you don't have a fief you're almost guaranteed to get the next fief your kingdom takes, so try to make it one that matches your personal culture and try and make it a town.
There are a couple of perks in the perk tree each increasing loyalty gain by one for for governors. I think one of them in leadership and another in archery. So you can check out if any of your clan members have those. Otherwise you want to pay attention to perks that increase security as they make it easier/faster to reach 100 security for best loyalty boost.
Below 50 loyalty the loyalty drift will be in your favor and it becomes bigger the farther you are from 50.
Above said, if you decide the above is not worth the hustle for that particular castle it would be wiser to give it back to your faction. There is an option to do so in latest patch so you don't have to wait until another faction conquers it (also fairly sure the getting your fiefs conquered is not looked at kindly by your faction bros)
If you gain a fief of a different culture too early, most buildings aren’t built yet even at tier 1.
Without the +10 food from orchards for example, it seems impossible to maintain a + gain.
And since the loyalty is abysmal your construction points don’t go up so you can’t build it yourself.
You’d also have to chase down literally every looter that spawns around the fief as even on villager set off course demolishes the food and economy for the next day.
Of course the -3 loyalty that never decays is also horrible and the only viable method to deal with it early is to marry a high tier wife of the faction you most conquer.
For example as a Battanian that is going to own Vlandian lands, marrying Liena and Silvid.
No, as far as I'm aware the castle has only changed hands once, and the village hasn't been raided. It's possible it had before I got ahold of it, but it was pretty early game so if it did, it couldn't have been more than once or twice.
I ended up pushing for a +Loyalty policy and got it high enough to build a Garden, and now the fief isn't doing so bad. It's still not a great fief, and may never be, but I like the location and I have designs on the nearby Vlandian town, so y'know.
Deliberately losing the castle and waiting to grab a Battanian castle seems like a good idea though, might try that sometime also.
This makes a lot of sense. I got the castle early on and barely anything was built in the second row. I did actually use policies to raise loyalty and got out of the spiral more or less. Once a garden got built, the ship started to right itself, so I think this is more or less what happened.
Just something I need to look out for in the future.
Also just general thanks for everyone's advice and insights, this is a surprisingly helpful steam subforum. XD