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- Ck2 What Holdings To Build House
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- Ck2 What Holdings To Build A Wall
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Temples are the generic name for religious holdings in a county. They are one of four major settlement types, the other three being castles, cities and tribes. Christian temples are called bishoprics, Muslim temples are called mosques, Zoroastrian temples are called vahrams, Hindu and Jain temples are called mandirs, while Buddhist temples are called viharas. Temples are the only holding type which all playable government types can build.
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Mar 02, 2012 This is a video discussing some initial thoughts for new players to the strategy game Crusader Kings 2 by Paradox Interactive. In this part, we discuss the county holdings. 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. As far as holdings, when you click on a county you can see the main capital holding in the top right part, the the rest below, as well as blank spots for where you can build a new holding one day (for a really expensive price).
Temples are normally associated with Theocratic government. An exception is made for rulers of Iqta and Monastic Feudal realms, which allows for both castles and temples to be held without penalty; they gain monthly piety for each temple holding in their demesne.
Clergy of most religions are disqualified from succession. This can be useful for managing gavelkind succession, especially for Catholics, who have frequent opportunities to invest bishops. Temple holders are otherwise normally appointed through open elective succession.
Granting a temple to a courtier of your religion gives 25 piety. This often happens after holy wars. You still get the piety if you right-click the temple to generate a random vassal. Hindu characters must be of the Brahmin caste to be granted temples.
Holy sites that lack a temple only give +5% to the religion's moral authority. Constructing a temple boosts this to 10%. An additional +5% is awarded if the religion's head personally holds a temple in one of the religion's holy sites; this bonus does not stack. Constructing a temple in any province also gives +1% to moral authority for 20 years.
Buildings are functionally identical across religions even though their names vary. Note that building upgrades stack.
Base Stats[edit]
All holdings have certain base statistics, providing income, fort level, and levies, so even a newly constructed holding will have some value.
Characteristic | Value |
---|---|
Income | 8 |
Fort level | 0 |
Levies | 45 light infantry 45 heavy infantry 40 archers 2 galleys (if located at coastal county) |
Fortifications[edit]
These buildings increase fort level, increasing the time it takes an attacking army to siege the holding and reducing the amount of free loot available to raiders.
Price (gold) | Build time (days) | Effects | Requirements | Tech Requirements | |
---|---|---|---|---|---|
Church Fortifications I | 50 | 182 | +0.5 fort level | Church Walls I | |
Church Fortifications II | 50 | 182 | +0.5 fort level | Church Walls II Church Fortifications I | Improved Keeps I |
Church Fortifications III | 50 | 182 | +0.5 fort level | Church Fortifications II | Improved Keeps III |
Church Fortifications IV | 100 | 365 | +1 fort level | Church Fortifications III | Improved Keeps V |
Church Fortifications V | 100 | 365 | +1 fort level | Church Fortifications IV | Improved Keeps VII |
Walls[edit]
Walls increase levy size and fort level, raising the defensive capacity. They also slightly increase yearly income from the holding.
Price (gold) | Build time (days) | Effects | Requirements | Tech Requirements | |
---|---|---|---|---|---|
Church Walls I | 50 | 365 | +0.5 fort level +2.5% levy size +0.2 income | ||
Church Wall II | 50 | 547 | +0.5 fort level +2.5% levy size +0.2 income | Church Walls I | Improved Keeps II |
Church Walls III | 100 | 730 | +1 fort level +5% levy size +0.2 income | Church Walls II | Improved Keeps IV |
Church Walls IV | 100 | 1095 | +1 fort level +5% levy size +0.2 income | Church Walls III | Improved Keeps VI |
Church Walls V | 150 | 1460 | +1.5 fort level +7.5% levy size +0.5 income | Church Walls IV | Improved Keeps VIII |
Churches and Cathedrals[edit]
Chuches are the center of the Temple holding and increase percentage-wise the number of levy and garrison troops available. They also provide piety to the liege, and holder if Muslim.
Price (gold) | Build time (days) | Effects | Requirements | Tech Requirements | |
---|---|---|---|---|---|
Church I | 150 | 547 | +5% levy size +5% garrison size +0.05 liege piety | ||
Church II | 200 | 730 | +7.5% levy size +10% garrison size +0.05 liege piety | Church Walls I Church I | |
Church III | 300 | 1095 | +10% levy size +15% garrison size +0.05 liege piety | Church II | Church Infrastructure II |
Cathedral I | 400 | 1460 | +12.5% levy size +20% garrison size +0.05 liege piety | Church III | Church Infrastructure IV |
Cathedral II | 500 | 2190 | +15% levy size +25% garrison size +0.05 liege piety | Cathedral I | Church Infrastructure VI |
Cathedral III | 500 | 2190 | +15% levy size +25% garrison size +0.05 liege piety | Cathedral II | Church Infrastructure VIII |
Militia Quarters[edit]
Militia Quarters increase the raw number of light infantry and archers available. These two troop types are of low quality, but make up the majority of armies and are utilised mostly in the skirmish phase of battles.
Price (gold) | Build time (days) | Effects | Requirements | Tech Requirements | |
---|---|---|---|---|---|
Militia Quarters I | 100 | 365 | +60 light infantry +30 archers | ||
Militia Quarters II | 120 | 547 | +65 light infantry +45 archers | Church Walls I Militia Quarters I | |
Militia Quarters III | 200 | 730 | +70 light infantry +60 archers | Militia Quarters II | Church Infrastructure I |
Militia Quarters IV | 300 | 1095 | +75 light infantry +75 archers | Militia Quarters III | Church Infrastructure III |
Militia Quarters V | 400 | 2190 | +85 light infantry +85 archers | Militia Quarters IV | Church Infrastructure V |
Militia Quarters VI | 500 | 2190 | +95 light infantry +95 archers | Militia Quarters V | Church Infrastructure VII |
Barracks[edit]
Church Barracks provide heavy infantry, which are heavy hitters and important in the melee phase of battles.
Price (gold) | Build time (days) | Effects | Requirements | Tech Requirements | |
---|---|---|---|---|---|
Barracks I | 100 | 365 | +45 heavy infantry | ||
Barracks II | 120 | 730 | +55 heavy infantry | Church Walls I Barracks I | |
Barracks III | 200 | 730 | +65 heavy infantry | Church Walls II Barracks II | Church Infrastructure II |
Barracks IV | 300 | 1095 | +75 heavy infantry | Barracks III | Church Infrastructure IV |
Barracks V | 400 | 2190 | +85 heavy infantry | Barracks IV | Church Infrastructure VI |
Barracks VI | 500 | 2190 | +95 heavy infantry | Barracks V | Church Infrastructure VIII |
Towns[edit]
Church towns increase the income of the holding.
Price (gold) | Build time (days) | Effects | Requirements | Tech Requirements | |
---|---|---|---|---|---|
Church Town I | 100 | 365 | +2 income | ||
Church Town II | 120 | 547 | +2 income | Church Town I Church Walls I | |
Church Town III | 200 | 730 | +2 income | Church Town II Church Walls II | Church Infrastructure I |
Church Town IV | 300 | 1095 | +2 income | Church Town III | Church Infrastructure III |
Church Town V | 400 | 2190 | +2 income | Church Town IV | Church Infrastructure V |
Church Town VI | 500 | 2190 | +2 income | Church Town V | Church Infrastructure VII |
Temple Shipyards[edit]
Temple shipyards are buildings that can only be built in coastal provinces; they provide galleys that can be used to transport troops.
Price (gold) | Build time (days) | Effects | Requirements | Tech Requirements | Notes | |
---|---|---|---|---|---|---|
Temple Shipyard I | 100 | 365 | +4 galleys | Shipbuilding I | Only available in coastal holdings | |
Temple Shipyard II | 100 | 730 | +5 galleys | Temple Shipyard I | Shipbuilding II | Only available in coastal holdings |
Temple Shipyard III | 100 | 1095 | +6 galleys | Temple Shipyard II | Shipbuilding III | Only available in coastal holdings |
Temple Shipyard IV | 100 | 1460 | +7 galleys | Temple Shipyard III | Shipbuilding IV | Only available in coastal holdings |
Schools[edit]
Schools are educational institutions that increase the rate of technological growth in the entire county. Names varies depending on religion.
Price (gold) | Build time (days) | Effects | Requirements | Tech Requirements | Notes | |
---|---|---|---|---|---|---|
Monastic School | 120 | 547 | +10% tech spread rate +0.04 cultural tech points +0.05 liege piety | Church Walls I | Church Infrastructure III | Bonus affects the entire county |
Cathedral School | 120 | 547 | +20% tech spread rate +0.04 cultural tech points +0.05 liege piety | Monastic School Church Walls II | Church Infrastructure VI | Bonus affects the entire county |
Monumental Shrines[edit]
This building chain is accessible when the owner or any liege of the temple has the Monumental (Carpenter) or Peaceful-Monumental bloodlines. See Bloodline#Forged_Bloodlines
Price (gold) | Build time (days) | Effects | Requirements | Tech Requirements | Notes | |
---|---|---|---|---|---|---|
Monumental Shrines I | 125 | 365 | +1 income +0.05 liege piety | Requires an owner or any liege with the Monumental or Peaceful-Monumental bloodlines. | ||
Monumental Shrines II | 250 | 560 | +1 income +0.1 liege piety | Monumental Shrines I | Church Infrastructure III | Requires an owner or any liege with the Monumental or Peaceful-Monumental bloodlines. |
Monumental Shrines III | 250 | 560 | +1 income +0.15 liege piety | Monumental Shrines II | Church Infrastructure V | Requires an owner or any liege with the Monumental or Peaceful-Monumental bloodlines. |
Monumental Shrines IV | 250 | 560 | +1 income +0.25 liege piety | Monumental Shrines III | Church Infrastructure VII | Requires an owner or any liege with the Monumental or Peaceful-Monumental bloodlines. |
Saint Shrine[edit]
Available with the Tomb of the Saint province modifier
Price (gold) | Build time (days) | Effects | Requirements | Tech Requirements |
---|---|---|---|---|
Shrine | 150 | 210 | +0.05 liege piety -0.05% revolt risk +2 income |
Castles • Cities • Temples • Tribes • Nomadic capital
Capital • Economy • Levies • Revolt • Technology • Cultural buildings • Great works
Retrieved from 'https://ck2.paradoxwikis.com/index.php?title=Temples&oldid=39183'
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.
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. Veergati nagraj comics download free. 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
Ck2 What Holdings To Build House
Base stats[edit]
Characteristic | Value |
---|---|
Income | 0.5 |
Fort level | 1 |
Levies | 100 light infantry 20 archers 5 heavy infantry |
Buildings[edit]
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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) Counter strike go sounds. | |
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 |
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.
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 |
Ck2 What Holdings To Build A House
Practice Range[edit]
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 |
![Ck2 What Holdings To Build Ck2 What Holdings To Build](https://i.ytimg.com/vi/zU83nBk5Jw4/maxresdefault.jpg)
Stables[edit]
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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* |
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- 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]
Ck2 What Holdings To Build A Wall
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.
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
Ck2 What Holdings To Build A House
Capital • Economy • Levies • Revolt • Technology • Cultural buildings • Great works
Retrieved from 'https://ck2.paradoxwikis.com/index.php?title=Tribes&oldid=39232'