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The war exhaustion meter is a resource and it's ticking. Keep it low because you'll need the threshold when half the map decides it's time for you to die.
Later on it's not such a big deal, for a small nation over +800 income having a few hundreds after a while isn't worth the delays, unless you're sieging a town and you got 2 spare armies anyway, might as well pillage while you wait.
Also, it's a nice way to get more supplies for free.
The hell? At what stage are you and what are you building that you have +800 income?
I am in my first game, I am a substantial nation (10+ provinces) and have only about 300 income. I familiar with KoH1, but not that familiar with the new building system or skills.
Get 2-3 Traders, dont forget to set your knights as governours, some vasals and you are set to go.
Vasals give 15% vs 10 of ungoverned provinces so it can actually be in your favour to get a few vasals for the income before you conquer everything else.
In the current game there was a war going between a great power sweden and some other nation. I joined that war sweden them, crushed 2-3 armies of sweden and just went for instant seperate peace with sweden with them becoming vasals. Result: for 1 drop of kingdom power (which i got back for them becoming my vasals) i pretty much had a ~12 province vasal rather early on. Similar situation later when i was main particpant against some nation and the great power hungary joined against me: crushed 2 armies, made hungary a vasal before continuing the war against the smaller nation. No penalty at all and quite a bit of income from vasals that also happily will vote for you in the vote if you go that route
Don't get me wrong, I like the challenge, but it could do with some tweaking. Also, I'm not sure if I like randomised province features. I would rather have an option to play a well-balanced map that makes sense. For example, some provinces have coastal settlements but no option to build coastal building development. It means you can't do much to develop these provinces.
No devs please, don't change anything on that behalf... thid guy feel like it is only human privillege or what... besides... i don't know what another better strategy for developing provinces playing Pagans is, than general with Iron fist lvl3 + both believes giving another +50% and luckily a neighbour with lot of villages nad churches.
Biggest issue is, that AI don't know, if to commit to a fight 100% , or try to capture points.
Their AI, unfortunately isn't capable to choose a focus for a battle and most of their units get massacred even without resistance.
+ a fact, that it is near to impossible to capture a single point since they " rebalanced " capturing duration.
Obviously you are playing on easy difficulty.
I'm starting to think that somehow my game is bugged or I'm playing it wrong. I have played many games now, always with small 2 province countrys anywhere on the map and on very hard difficulty and I never was even close to losing. I lost battles, wars, provinces yes. but it was never close to getting eradicated. AI makes peace relatively fast even if they are winning. And you can almost immediately spot which countrys are aggressive towards you.
Building income is also too easy. Get books, get writing and learning traditions, skill your merchants... win. Best I got was 1300 income with 5 provinces as Portugal.
Anyway from the war perspective it's way too easy in my opinion. You get too much information, you know exactly who's a war with whom, which countrys do not like each other, you can see enemy army movement way too early you can see exactly what units at what skill the enemy has, the level of their marshall the skills of their marshall, you can practically calculate if you will win when he leaves his castle to march towards you.
(AI childs are always between tier 2 and tier 3 educations, because the AI is to stupid).
And currently the CK3 AI, declares a war, but ignores the war goal completly.
I talk just and only about battle AI.
I think campaign AI is mostly OK, but rather suffers from unbalanced setup of devs, particularly culture and loyalty of cities.