Tribes are the preferred settlement type for tribal rulers, and the only type they can hold without penalties. There can only be one tribe in a province, but it gets +50%income and levy size for each empty slot in the province. Most government types allows holding of tribes of the same culture, except nomads. If a nomad chooses to settle down as tribal, all nomadic counties will gain a tribe each, and remain under the control of the former nomad. Like castles, cultural buildings can be constructed in tribes.
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- Oct 14, 2019 Build time (days) Effects Requirements Tech Requirements Notes Port I 100 365 +3.0 income Only available in coastal holdings Port II 120 547 +3.0 income Port I Town Walls I Trade Practices I Only available in coastal holdings Port III 200 730 +3.0 income Port II City Walls II Trade Practices III Only available in coastal holdings Port IV 300 1095.
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At game start, tribes are usually the only holding in their province. As the game progresses, rich tribal rulers may choose to build temples.
Tribal rulers can construct tribes in provinces without them, e.g. after conquering land from a feudal realm. The cost is 25 prestige per empty slot in the province, and they only take a year to build. However, the tribe will have reduced tax and levies if the county does not share the tribal ruler's culture or religion (up to -25% in each case (outside character's religion/culture group), with penalties stacking).
Tribes provide large numbers of Light Infantry, some Archers and very small amounts of Heavy Infantry; one of the combat tactics worth looking into as a tribal player is Feint during Skirmish phase. Technology-wise, Infantry and Skirmish Techniques improve troop effectiveness.
A tribe can be upgraded to another settlement type in two ways. When a a tribal ruler adopts feudalism or founds a merchant republic, all of their demesne tribes are upgraded. Rulers who already have an advanced government type can upgrade tribes in provinces that share their religion. Tribes can also be destroyed by pillaging nomads or by a settled ruler who chooses to build another settlement in the same slot; in the latter scenario, the tribe must be held by the settled ruler and not handed out to a vassal.
- 2Buildings
Base stats[edit]
Characteristic | Value |
---|---|
Income | 0.5 |
Fort level | 1 |
Levies |
Buildings[edit]
Unlike standard holdings, most buildings in a tribal holding cost Prestige instead of Wealth. The exceptions are hillforts, markets and fortifications.
Hillfort[edit]
Rank 3 members of the Romuva Warrior Lodge can spend Renown to construct buildings in this series instantly and without the wealth cost.
Hillfort | Cost | Build time | Effects | Requirements | Tech Requirements | Notes |
---|---|---|---|---|---|---|
Earth Hillfort | 37.5 gold | 365 days | +0.25 fort level +5% levy size +100retinue size | |||
Wooden Hillfort | 75 gold | 365 days | +0.25 fort level +5% levy size | Earth Hillfort | Converts to City Walls I (if holding converted to city) Converts to Castle Walls I (if holding converted to castle) | |
Reinforced Hillfort | 112.5 gold | 365 days | +0.25 fort level +5% levy size | Wooden Hillfort | Castle Infrastructure I | |
Stone Hillfort | 150 gold | 365 days | +0.25 fort level +5% levy size | Reinforced Hillfort | Castle Infrastructure I | Converts to City Walls II (if holding converted to city) Converts to Castle Walls II (if holding converted to castle) Required for tribal rulers to adopt feudalism Required for feudal rulers to upgrade tribe to castle |
Ck2 Tribal Buildings
Market[edit]
Market | Cost | Build time | Effects | Requirements | Tech Requirements | Notes |
---|---|---|---|---|---|---|
Market Village | 37.5 gold | 365 days | +0.5 income +20 retinue size | |||
Market Town | 75 gold | 365 days | +0.5 income | Market Village | Converts to Castle Town I / Town Market I | |
Market City | 112.5 gold | 365 days | +0.5 income | Market Town | Town Infrastructure I | |
Large Market City | 150 gold | 365 days | +0.5 income | Market City | Town Infrastructure I | Converts to Castle Town II / Town Market II Allows changing holding to city |
Shipbuilder[edit]
Shipyards can only be built in coastal provinces.
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Shipbuilder | Cost | Build time | Effects | Requirements | Tech Requirements | Notes |
---|---|---|---|---|---|---|
Shipbuilder I | 100 prestige | 365 days | +6 galleys | Shipbuilding I | Converts to Castle Shipyard I / City Shipyard I | |
Shipbuilder II | 200 prestige | 730 days | +7 galleys | Shipbuilder I | Shipbuilding II | Converts to Castle Shipyard II / City Shipyard II |
Shipbuilder III | 300 prestige | 1095 days | +8 galleys | Shipbuilder II | Shipbuilding III | Converts to Castle Shipyard III / City Shipyard III |
Shipbuilder IV | 400 prestige | 1460 days | +9 galleys | Shipbuilder III | Shipbuilding IV | Converts to Castle Shipyard IV / City Shipyard IV |
Training Grounds[edit]
Training Grounds | Cost | Build time | Effects | Requirements | Notes |
---|---|---|---|---|---|
Training Grounds I | 100 prestige | 365 days | +2.5% levy size +2.5% garrison size | ||
Training Grounds II | 200 prestige | 547 days | +5% levy size +5% garrison size | Training Grounds I | Upgrades to Keep I / (City) Training Grounds I |
Training Grounds III | 300 prestige | 730 days | +7.5% levy size +7.5% garrison size | Training Grounds II | |
Training Grounds IV | 400 prestige | 1095 days | +10% levy size +10% garrison size | Training Grounds III | Upgrades to Keep II / (City) Training Grounds II |
War Camp[edit]
War Camp | Cost | Build time | Effects | Requirements | Notes |
---|---|---|---|---|---|
War Camp I | 100 prestige | 365 days | +40 light infantry | ||
War Camp II | 200 prestige | 547 days | +40 light infantry | War Camp I | Converts to Barracks I / Mustering Ground I |
War Camp III | 300 prestige | 730 days | +40 light infantry | War Camp II | |
War Camp IV | 400 prestige | 1095 days | +40 light infantry | War Camp III | Converts to Barracks II / Mustering Ground II |
Practice Range[edit]
![Build Build](https://i.ytimg.com/vi/zU83nBk5Jw4/maxresdefault.jpg)
Practice Range | Cost | Build time | Effects | Requirements | Notes |
---|---|---|---|---|---|
Practice Range I | 100 prestige | 365 days | +15 archers | ||
Practice Range II | 200 prestige | 547 days | +15 archers | Practice Range I | Converts to Militia Training Grounds I / City Barracks I |
Practice Range III | 300 prestige | 730 days | +15 archers | Practice Range II | |
Practice Range IV | 400 prestige | 1095 days | +15 archers | Practice Range III | Converts to Militia Training Grounds II / City Barracks II |
Steppe Barracks[edit]
Replaces the War camp for cultures from Altaic and Magyar culture groups in provinces with steppe terrain.
Barracks | Cost | Build time | Effects | Requirements | Notes |
---|---|---|---|---|---|
Barracks I | 100 prestige | 365 days | +12 archers +10 light cavalry | ||
Barracks II | 200 prestige | 547 days | +12 archers +10 light cavalry | Barracks I | Converts to Steppe Barracks I / Guard I |
Barracks III | 300 prestige | 730 days | +12 archers +10 light cavalry | Barracks II | |
Barracks IV | 400 prestige | 1095 days | +12 archers +10 light cavalry | Barracks III | Converts to Steppe Barracks II / Guard II |
Stables[edit]
Replaces the Practice Range for cultures from Altaic and Magyar culture groups in provinces with steppe terrain.
Stable | Cost | Build time | Effects | Requirements | Notes |
---|---|---|---|---|---|
Stables I | 100 prestige | 365 days | +12 light cavalry +5 horse archers | ||
Stables II | 200 prestige | 547 days | +12 light cavalry +5 horse archers | Stables I | Converts to Steppe Stables I / Barracks I |
Stables III | 300 prestige | 730 days | +12 light cavalry +5 horse archers | Stables II | |
Stable IV | 400 prestige | 1095 days | +12 light cavalry +5 horse archers | Stables III | Converts to Steppe Stables II / Barracks II |
Weaponsmith[edit]
Weaponsmith | Cost | Build time | Effects | Requirements | Notes |
---|---|---|---|---|---|
Weaponsmith I | 100 prestige | 365 days | +10% morale +10% reinforce rate +25 retinue size | ||
Weaponsmith II | 200 prestige | 547 days | +10% morale +10% reinforce rate +20 retinue size | Weaponsmith I | Converts to Training Grounds I / Arsenal I* |
Weaponsmith III | 300 prestige | 730 days | +10% morale +10% reinforce rate +15 retinue size | Weaponsmith II | |
Weaponsmith IV | 400 prestige | 1095 days | +10% morale +10% reinforce rate +10 retinue size | Weaponsmith III | Converts to Training Grounds II / Arsenal II* |
- Note: since an arsenal can only be built in the capital of a merchant republic, a weaponsmith will do nothing in a non-capital upgraded to a city.
Fortifications[edit]
These buildings may only be built by followers of a defensive pagan religion. They cost piety instead of prestige.
Rank 3 members of the Romuva Warrior Lodge can spend Renown to construct buildings in this series instantly and without the Piety cost.
![Ck2 What Holdings To Build Ck2 What Holdings To Build](https://lostlimey.files.wordpress.com/2017/11/ck2_1.jpg?w=695)
Fortification | Cost | Build time | Effects | Requirements | Tech Requirements | Notes |
---|---|---|---|---|---|---|
Wall and Ditch | 100 piety | 365 days | +0.2 fort level +15% garrison size +10 archers | |||
Camouflaged Outposts | 200 piety | 547 days | +0.2 fort level +15% garrison size +10 archers | Wall and Ditch | Converts to Castle Fortifications I / Town Fortifications I | |
Layered Palisades | 300 piety | 730 days | +0.2 fort level +15% garrison size +10 archers | Camouflaged Outposts | Castle Infrastructure I | |
Stone Watchtowers | 400 piety | 1095 days | +0.2 fort level +15% garrison size +10 archers | Layered Palisades | Castle Infrastructure I | Converts to Castle Fortifications II / Town Fortifications II |
Castles • Cities • Temples • Tribes • Nomadic capital
Capital • Economy • Levies • Revolt • Technology • Cultural buildings • Great works
Retrieved from 'https://ck2.paradoxwikis.com/index.php?title=Tribes&oldid=39232'
Ck2 What Holdings To Build
About how much moneys the count can provide decides not only the fact of possession but also level of development and existing laws (look: Laws: General laws). Important is a number of castles, cities and bishoprics and their development. Every from the mentioned structure provides other profits. Fortresses guarantee lot of warriors but not lot of money whereas cities provides lot of gold and big fleet but only few soldiers. Bishoprics are in between, assuring both gold and warriors.
To build a new structure you have to mark the count and then click on the empty place in the province screen.
In every county (also dependent on indirectly) you may construct new structures, but every next will be pricier about 100 coins. Usually it's worth to develop your counties as much as you can, thanks to which you may create strong country. But remember not to award your subordinates with too many expanded lands at once (it's preferably that one character doesn't have more than one city/castle/church) because sooner or later it will be dangerous. What is important, it's more profitable to develop your lands than those belonging to your vassals. In such way you avoid middlemen, what maximizes your incomes.
The main structure is always the most important one, upgrading its is very profitable.
Built cities, bishoprics and castles may be developed on various ways. Different cultures and religions have other bonuses and structures, but all are depended on the technological level of the county. The higher it is, the better (and pricier) buildings you may have and the longer time it takes to construct them. If you don't have lot of money, you should focus on upgrading those existing structures, because many of them are cheap and very useful. Particularly it's worth to upgrade main structures (in the right upper corner of the county window, screen above) because they are ascribed directly to the player and can't rebel. It's crucial during civil wars, since it let you generate high incomes and big armies despite war chaos.
If the vassal rebelled and was defeated during the war, you can take away one of his land.
But sometimes happens that despite advancement and structures, the income from the county isn't satisfactory. Reasons can be various. You need to remember, that if the estate belongs to the vassal, your incomes will be always smaller. Even so, it's not always good idea to take the land from the vassal, because it may end with a rebellion or a civil war. The problem doesn't exist if the character was a traitor and attacked you. In such case you can rob him without any consequences (look at: Intrigues: Prisoners).
Game always informs you what the incomes are low.
Ck2 What Holdings To Build A House
Other factors that affect incomes from the province, are internal reasons like culture, religion and dissatisfaction. If the county was recently conquered, the citizens won't want pay to the new ruler. Similarly, when your culture or religion is different. Problem with war solves automatically: after some time peasants get used to you. It's a bit worse in case of religion. To convert citizens you have to send there a court chaplain to begin proper actions (Head Local Inquisition). While with the culture you can do nothing. Sometimes population will take your customs, but it's rare. Alternatively you may send there a steward who has a same culture as the citizens, but it's dangerous. During a war, he will have a strong support there.