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Leaving a kingdom and basically stealing their fiefs is a grave offense and subject to immediate retaliation with maximum prejudice. :p
It may be better to take over a town that has rebelled against their overlord faction, or just join an existing faction and wait for its ruler to die and be elected in their place.
Yep. You sure did.
Had you simply left the kingdom and kept your holdings, but not created a your own kingdom immediately, you would have only had your original kingdom Northern Empire on your ass, not three factions. And you could have bought peace for probably under 100k.
Then you could have safely stayed as an independent clan while you consolidate your ♥♥♥♥.
For now, to rescue this game -- Abdicate from your fledgling kingdom (button in kingdom page) before you lose Amitatys. If you have any other clans in your kingdom, one of them will get to be king. If no other clans, your kingdom will be dissolved. I don;t thinkyou will be at war with anyone, and you should get to keep your town if you still have it. Then stay as an independent clan until you get a chance to rebuild.
Then you can declare a kingdom or join an existing one, but you will be on stronger footing.
And whatever you do -- You have way too many castles.
Thanks man, I also want to say that this playthrough is my first one.
By abdicating the kingdom I think I also crash/fail the main quest right?
And even if let's say, I declare my own kingdom again in the future, I couldn't complete the quest unify the Empire right?
Why do I have too many castles? isn't this the purpose of the game? to grow your own kingdom?
Castles are money sinks. They require far more resources to maintain than they produce. Leave them alone until later game, and in my opinion they are best to give to vassal clans.
There's no need of that. :P It's an early access state, incomplete and quite worthless campaign.
I prefer sandbox myself... brother or no.
Main quest is fubar and is totally optional. The cool kids let it expire. That banner doesn;t do ♥♥♥♥ for you anyway. This next quote from flyingscot sums it up nicely --
Castles are not very profitable. I only keep the one closest to my main town to use as a source of noble troop replenishment. Make the locals happy, and they will send their sons off to war with you. Again, I refer you to flyingscot --
You want towns. They make good money.
Why do this? Because since you aren't part of any realm nobody can declare war on you. Which, in turn, means you don't need armies or even garrisons to protect your property. You can keep 100% of your tax income worry free because you have plot armor against invasions of any kind.
Do this enough times and you can build yourself a proper kingdom long before ever actually declaring yourself one. Take your time and max out all the buildings, etc. Buy out your future rivals until they're down to a single castle before formally donning a crown and squashing them like the insignificant bugs that they've become.
The prices for these buyouts are, of course, pretty obscene but that's nothing that the eternally broken blacksmithing system can't fix with zero effort.
Just sell javelins until you can just buy the whole map.
First -- It's a Trade perk, not Charm. Trade 300.
And second, this poster obviously hasn't smithed for a while. Javelins were nerfed long ago. You will not be selling and 130k javelins like you could way back when.
Is the Eagle Rising mod worth playing? Does it add new gameplay features to the game besides just roman textures?
Save early and save often. No shame in that. Save that badass Ironman crap for when it's out of EA and when you know the game better.
Play the campaign game, not sandbox. Rescue your siblings, but blow off that fubar main quest.
Get married, and get spouses for your brothers. Your spouse plus 2 brothers' spouses equals three extra spouse companions. Add in your three siblings, and you have six companions who do not count against your companion limit.
Get to breeding. Between your and your spouse and your two brothers and their spouses, your clan is capable of popping out 15 or more little babies over the next few years, all of whom grow up to be . . . . you guessed it . . . additional companions.
When you take a fief, assign a nice governor and take care of the people's needs. This is not a conquer-and-go game. You have to be a ruler, and a good one, or you will start losing towns to rebellion.
And above all -- take your time. This game is intended to span multiple generations.