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My rankings:
Archery. S+ tier. Very strong, almost a must have. Archers are strong by themselves and are needed if you want to capture provinces quickly.
Assassination. B tier. It's useful when you start relying on spies. You don't need to have it slotted all the time, only when you have bribed a prince or a lot of knights so you want to kill the king.
Bargain. C tier. Very niche, only for heavy mercenary play.
Bribery. A tier. Almost a must have for spy play.
Cavalry Tactics. S tier. Cavalry is strong, buff is strong, can stack with archery buff on horse archers.
Charity. ? tier. Never took it, but now I think it might have some temporal use in mid-late game for ending disorder in provinces. When stability is high, provinces seem to return to norm without active actions needed (and wasting money/books/relationship with neighbors).
Concealment. B tier. Effect is small, couple %. You still have somewhat significant chance to be discovered even with this. Can be used as a temporary thing to return your spy to a country where he was discovered.
Conspiracy. C tier. Tried using it, effect seemed small. Problem with sow dissent is that you have a chance to be discovered all the time while doing it.
Courtesy. A tier. Best thing it does is providing your merchants (and maybe spies) access to the skill. Makes making allies very easy.
Field tactics. B tier. OK stuff for going full war. Never actually used it, seems boring.
Infantry tactics. A tier. Infantry is accessible and reliable.
Iron fist. S tier. A must have when you have a lot of vassals, makes you a lot of gold.
Laws. S tier. Good all around tradition. Very good when you either have a lot of vassals or desperately need levies at the start and have a lot of villages.
Leadership. B tier. Not that useful by itself, but it provides access to the skill to cleric-king. That's the only marshal skill a cleric can have, so it can be tricky to pick and it allows to lead armies with your cleric-king.
Learning. S+ tier. Situational, but very strong. Becomes ultra strong when you get lucky with 2-3-4 sons. Allows easy access to other traditions though princes.
Logistics. S+ tier. Must have for lategame warfare. 4 additional troops or 4 catapults very strong.
Medicine. A tier. Actually a war tradition too. Useful for making enough people for additional troops.
Negotiation. C tier. Very niche. Might be temporarily useful for wedding negotiations (sic).
Navigation. C tier. As with most economical traditions, kinda lackluster. You need to actually govern a coastal province to make use of extra gold and it's not that much. Good for starting as a Byzantine or something when they are large at the beginning.
Plotting. A tier. Good stuff for spy work. Interesting that skill itself is not that useful, so I usually get it though my first spy, then fire him and hire another.
Rhetoric. C tier. Overall meh.
Sieging. B tier. For going full war. Catapults are good enough most of the times tho.
Stewardship. C tier. Effect is weak, mostly for fighting inflation late game. And when you might need it you probably will not be able to get it, as skill is weak for late game (OKish for start).
Strategy. S tier. Effects are good, but it's mostly for picking Strategy for all Marshals. It is secondary skill (so hard to pick) and it gives +3 levy per castle.
Trading. C tier. If you're going full merchants.. Still not that strong. Base trade income is lower than you might expect.
Theology. B tier. For going to war with infidels to make it easier to assimilate them.
Writing. S+ tier. Pays for itself in books in a matter of minutes. Provides other useful starting bonuses. Pick as soon as you're able, but stuff like Archery or Learning might come first depending on the situation.
Siegecraft
Infantry
Cavalry
Medicine (for early game)
Courtesy
and others i don't remember is what i use