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
You should be hiring knights with your starting funds, primarily merchants (orange) and military (red). Spies (purple) and diplomats (green) are virtually worthless until you get a solid economy going, and even then you could completely ignore them. You need 1 cleric (blue) to pacify and convert provinces as you expand. I typically keep 4 merchants, 4 soldiers, and 1 cleric, with my monarch always trained as a soldier, and grow my slate of knights as my country expands up to the max 9. You need 1 soldier to actually field an army, but I would focus on getting the 4 merchants first based on whatever your starting king is and how much you can expand out your trading cap (the little brown money pouch icon).
And try offering trade agreements with literally everyone and anyone, no matter how far away or small they are. You can definitely find trade partners at game start and get your merchants going ASAP because they will be your primary source of money for most of the game.
Also, provinces that are not governed by a knight only produce 1/10 of their potential output. So you want to always have your best 9 provinces being managed by a knight, paired with whatever best matches their type, i.e. soldiers should manage provinces with lots of castles, merchants those with lots of coastal towns, clerics those with lots of monasteries. It is significantly less valuable to build buildings in ungoverned provinces unless you need a resource that province produces. And by far the biggest thing you should look for when first expanding is province improvements that increase your trading cap, because that will be how you can increase your trading and thus your primary economy.
You can give your vassals any land you have.
To other independent realms it's only possible wihen the province is NOT your culture and loyal yet.
Not sure if the the option is still available when a province is already your culture, but not yet 100% loyal. This all is refering to Singleplayer. I don't know if there is a difference in MP between players, but i don't think so.
Food.... Now I don't know why anyone in their right mind would say that you don't need all the food that you can get, but food is VERY IMPORTANT. In fact its just as important as manpower, if not more so. The more food you have, the less chance you have of a shortage, and the best part? If you give your commanders the logistics trait, and turn that into a kingdom tradition, you have two additional logistics slots for that commander, giving you the ability to add a significant amount of manpower to that army's size, as well additional food and supplies and siege equipment. Turning the logistics trait into a tradition also means a significant boost in farm output throughout the kingdom. Maxing out the logistics slots for manpower can give you a 60% boost in each army, while going with infantry, archery, and cavalry tactics as both commander traits and kingdom traditions adds something like 25% manpower. Then you have levies, which increase manpower also. If it sounds like the army is getting bigger by the minute, its because it is.
Early on, you'll find books and piety relatively difficult to come by. The first kingdom tradition you can take to help with that is the writing tradition. This gives a boost to both books and piety. Adding not one but two clerics will help increase the rate, and offer more chances to go on missions to increase both books and piety. You can never have enough books and piety, as you're constantly upgrading all of your knights traits with books. Piety is needed to easily convert a town without force.
On the top left of the screen underneath the kingdom stability bar, you have the various classes of people your kingdom has. Keeping the nobles, army, church, and peasantry happy can seem like a daunting task, but it really isn't. I find that I'm always ticking off the church, so I rarely bother with missions to increase their happiness, but all of the other three I want as high as possible, while simply keeping the clergy above zero. The army is relatively easy to please, as upgrades to buildings, victories, etc keep them happy. Just don't run a shortage of food! The nobles and peasantry are just as important to please, and you can keep them at the highest level easily. Whenever the queen gives birth, you can hold a feast and that amounts to something like +2 nobles, and +3 peasants happiness. Often the queen gives birth to twins, so you can double that. Keeping the peasants happy means more food, and more food means what? That's right...... larger armies! If you find that your various classes need a boost, a good diplomat can help increase these levels, though its a slower pace and typically a waste of coin.