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
-------
1. Send 10-30 grain to neutral counties every turn or every other turn for a few seasons if you can afford it, especially ones located next to the AI nobles. The earlier in the game you can do it, the better. This will give them better health due to having more food to feed their people with. If enough time has passed, and the AI noble has really crappy troops, they can often defeat the AI army on their own.
The advantage of this is that if the AI noble fails to claim the county, they just lost not only their army, but they don't have another county to exploit troops/resources/taxes from. This means it takes a while for them to recover. Meanwhile your own army should be able to easily defeat said neutral county.
This won't always work though, so it's a gamble. But if they manage to defeat the AI noble army, the neutral counties will slow down the noble's expansion plans considerably.
The other reason for sending small amounts of grain is to avoid having all of it accidentally destroyed. If an enemy army destroys 30 grain, no big deal. If they destroy 300 grain, on the other hand...
-------
2. If you want to lower the AI noble's chances of taking over a county, make a small group of soldiers, say 50-100 macemen, and then have them attack the AI noble's army. Your goal isn't to defeat them. Rather, you just want to weaken them, so when they attack the neutral county, their weakened army will be unable to defeat the neutral county's militia.
This tactic works spectacularly against the Bishop, who likes to field large peasant/archer armies and attempts to win by sheer numbers. But 50-100 macemen can easily kill 2-4 times that amount before they're taken down if their archers don't start nailing you right away.
Plus if you beat an AI noble's army, your standing with them goes down. If they beat you though, then their relationship is still the same.
Note that this will not work with tip #3, unless you terminate the alliance first, as your army cannot attack an allied army.
----
3. Near the beginning of the game, send a compliment to each noble. then ally with the one that's closest to your starting county.
The higher your standing with them, the less likely they are to attack you until all the neutral counties have been taken.
For the most part, don't expect your ally to do anything remotely useful. They will either not send help, or demand that you pay a ton of money, and then sometimes they still won't send the help.
I've found that the only real use for an alliance is to just prevent them from attacking you until you're strong enough to take them out. The Bishop and the Countess seem to expand the fastest, so if they're near you, it might be a good idea to ally with them.
Even if you're still stuck with just one county, keep building it up and creating a bigger army every year, so when they inevitably break off the alliance, you can then start claiming their territory.
-------------
4. A literal one man army, which can be created by trying to garrison say, an empty castle with an army that's too big to house them all, putting 1 guy in there when splitting the army, and then immediately having them leave the castle, is a great way to destroy enemy resources/crops.
Additionally, if you have at least 1 soldier, even a peasant, garrisoned in the countie's castle, then the enemy lords have to siege it, meaning they can't just attack the town center. Very useful if you need to delay them taking over a county while a relief force attempts to reach it in time.
Notice how the enemy noble sometimes sends a small force of 30-40 peasants to destroy your crops? You can do the same thing with said 1 man army. But you can create a lot of them, and cripple their economy with say, 10 single man units.
Note that they will die if an enemy army engages them. But if you can destroy several crop fields and their foresty/mining/quarry, along with their smithing location, it's well worth the risk.
Keep in mind you'll have to rebuild said county if you take it over shortly afterwards, so this is best used on more distant counties that you won't be conquering any time soon.
---------------
5. This is more of an exploit, but can be fun to use once in a while. Notice that normally you can't create a bigger army than 1500 soldiers? However, there's no limit to how big an army can be when you conscript them from a population.
Normally you can't have more than 2000 people or so in a county. And when you disband an army, other than mercenaries who just simply disappear, the army goes back to whichever county they originated from.
However, if you start splitting up your armies, the game starts getting a big odd. Instead of an army from say, Lincolnshire, you may get "An army from Aliens/Infidels/Here Be Dragons/Barbarian Lands".
Once you have an army from one of those weird places, if you disband them, they will join whichever county they were in when you disbanded it.
So draft large peasant armies, pick a county, split and recombine several thousand man armies while moving them to said county, then have them all disband in the same county. Make sure said army is from one of those weird places, or else they'll rejoin whichever county the game says they're from.
You will now have a population of say, 7000. Immediately after disbanding them all, conscript an army from there right away. Though you won't be able to draft the entire population, you'll probably notice that your army from that area is in the several thousands, probably 3-5k.
Once you have an army that big, they'll easily crush any enemy noble armies they run across, and if you're really lazy, and assuming it's a good mix of various troops and not just all peasants, you can easily win auto-calc royal castle sieges. Though admittedly it's faster just to take it out the conventional way. Hence my disclaimer at the beginning.
-----------
6. So your sieging a stone or royal castle, and you're losing too many troops due to the fire cauldrons? Instead of sending say, half of your troops to dig the moat, send 6. Any less and the cauldrons normally won't attack. Macemen or swordsmen are the best bet as they can move out of the fire faster than pikemen can. As soon as the fire shows up, move your men out of the fire as fast as possible, preferably back to your main army.
If you want to shield them slightly, build extra siege weapons, then have them sit close to the castle. As your troops move back and forth, the enemy archers will target the siege weapon once your men are further away.
As the soldiers die off, send a replacement in. They will turn into human pincushions from the enemy archers, but that's fine. The sooner you can fill in that moat and bust down the door, the sooner you can win.
Stone castles have 4 cauldrons, while royals have 6. Once the enemy has used up all of their cauldrons, if you haven't reached the door yet, then send your entire army to dig the moat. Yes, it's pointless, but this many soldiers digging means the enemy now has more targets to shoot, meaning they're less likely to kill someone before all of your men can clear the way for the battering ram.
It helps to move all your troops as far down the map as possible, then hot key your entire army first by selecting them all, then pressing Ctrl + 1 (so that pressing 1 will select all of them). Keep the 6 digger troops on a separate hot key so you can quickly recall them out of the fire
Army Forging is more of an advantage for the player. If a county ends up with little to no food, it won't end up recovering unless you take it over and manage it yourself. The AI will waste time and effort squabbling over it while pulling out their workers to go suicide into a Royal Castle filled to the brim with Archers and Crossbowmen.
The AI seems to be happy to throw away more of their populous the higher the difficulty.