I'm am playing as England. I wanted to invade Scotland and Wales. When I try to fabricate a claim I only get a claim on a county, not a whole kingdom. It takes a lot of time to capture a kingdom that way and when I try to fabricate a claim on the Capitol of the kingdom it doesn't work.
Is there a way to declare war on a whole kingdom?
badp
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Randula ripcordRandula ripcord
5 Answers
There are a couple of things that make conquering a kingdom hard.
Beware, an untimely death can spoil your plans. On the other hand, you may be able to use assassination or a plot to arrange a timely death.
With claims, you may have a choice between
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As far as I know, there is no quick and easy way to do this. You have several options:
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I have found it best to not press claims immediately upon fabricating them. You can fabricate claims on multiple counties in a kingdom, and then when you declare war on the king, you can press all claims at once. You just have to balance that with the likelihood of your ruler dying, which would make you lose most, if not all, of your claims. The benefit of going this route is that you don't have to face the resources of an entire kingdom and its allies multiple times at a gain of one county per war. You also don't have to wait for truces to expire one county at a time.
When you start getting multiple kingdoms, you quickly learn that keeping your kingdoms is actually a lot harder than gaining them. I prefer elective monarchy, so you can have a larger demesne than primogeniture, and you can select the best member of your family to be your next playable character. This gets tricky when you have to rig multiple elections, though. An untimely illness or assassination before you can get your ducks in a row could be devastating. A nice trick is that if your preferred heir doesn't look like he has a chance of being elected in one kingdom, you could just grant the kingdom to him as a landed title before you die. The biggest threat here would be your king outliving the preferred heir, which would trigger another election in the kingdom that is more or less outside of your control.
If you want more than one kingdom, you need to become emperor as soon as possible. That way, even if you lose a kingdom, the new king will still be your vassal and the kingdom will still be in your realm.
PurpleMan5000PurpleMan5000
There are 2 ways, the easy way, and the hard way:
Personally, if it is a large kingdom, the first way takes a fraction of the time and effort (maybe 5% of the effort).
You want to think carefully about which Kingdoms you go for. I was king of Ireland and conquered Scotland, Wales, Brittany and England - all of them. Then I died and my heir inherited just Ireland, Brittany and Wales. I only inherited Brittany and Wales as I had never created the titles, so they were de jure part of Ireland. The others were gavelkind, so my 3 kingdoms were divided between my sons. This caused a phobia of gavelkind to develop and I then got Sweden (primogeniture), and conquered Scotland (renamed to Alba as I'm Irish) before converting it to Primogeniture. Primo is great as succession wars are few. I still haven't got England on Primo, so when I get old, I save up a war chest of money and then win a brutally fast succession war upon succession. It must be fast as you want to continually upgrade to high authority so that you can convert to primo (kill your brother -the king- if you can't start a war). When you lose the kingdom, the first thing the bastard does is downgrade crown authority, so that you will never get primo! Get in before the laws are passed!!!
I could go for an emperor title but then I risk losing the kingdoms in successions. Ultimately, I try to convert my kingdoms to primo, then downgrade crown authority so that my vassals don't rebel every 2 minutes.
Adrian CAdrian C
If you do not mind the prestige/gold hit, you can always destroy a kingdom title and recreate it (if not primary) to force the kingdom to have the same laws as your primary (unless gavelkind). Pretty useful for forcing higher CA quickly without multiple successions. Also, if you do not mind being a little gamey, you can destroy all duke titles so only you can vote for your heir. Although you take a net -25 vassal opinion and have to manage them all, it is better since you can choose the best successor and never have a succession war. For me I never had to bribe anyone as they are all too weak to do anything and I periodically remove some vassals to replace them. At the same time during times of truces and waiting for stuff to happen, it is also good to make sure none of your vassals have more than 1 county. If they do, excommunicate + imprison and hope you fail (if you don't execute and try again with the heir). That one vassal is going to be weak and no one is going to bother to help him. I currently have the empire of brittania with close to 100 direct vassals. The highest faction power I ever get is like 48% and they don't even send an ultimatum. Pretty easy to deal with IMO.
If you are powerful enough though, you can always consider going heretic and have CBs on everyone :). Fast expansion, but have to deal with some internal issues until you can make the transition.
HaroHaro
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Since the release of Old Gods DLC, and 1.10 patch, looting is a mechanic.
Looting can only be carried out by members that have any of the following:
Raiding will make your army hostile to any troops of the country you are raiding. This will mean that they can, and often will attack you while you are raiding.
Each province has an amount of gold that potentially can be looted by raiders. The amount varies depending on the wealth of the province. This can be seen by the yellow bar on the holding tab. The amount of gold a conquering army receives after the siege is displayed on the siege results screen.
Fortification and defense buildings in the holding decrease amount of gold given to raiders that has not yet successfully sieged the holding. If the holding is successfully sieged or assaulted all the gold from that holding will be taken. If a holding is sacked by siege or assault the province will be immune to raids for a short period of time.
When declaring war against a country, raiders will continue to raid and all sieges performed by them will not contribute to warscore.
When looting is carried out from a boat and the raiders are offloaded to a province that you do not border any held territories you will not immediately gain the gold. The raiders will keep the gold and when they re-board their raiding ship they will 'store' gold on the ship. Ships can hold 10 gold per ship. To add this raided gold to your treasury you must dock the ship at one of your provinces. Once docking you will receive all the gold you raided and an equal amount of prestige.
Great works, also called wonders of the world, are special holdings that are constructed at great cost and confer lasting benefits. Great works bring new ways to spend a dynasty's amassed fortune by creating new developments that can provide bonuses for the character, its family, and the realm.
Building a great work[edit]
Great works can be built in any province by clicking the 'View great work construction' button on the province menu. From there, the player may select from a set of available great work options. Once the first level has been completed it is possible to upgrade up to level 4 with additional features, some of which are generic across all great works and some of which are specific to the type of great work you are building. Each stage grants 2 feature slots, which allow the ruler to customize the benefits of their great work, up to 8 slots at the maximum level.
Great works have a base construction cost and a monthly construction cost. Both of these costs increase with the number of (active) great works already existing within the realm: 40% more gold per great work, and an additional 80% increase for each great work of the same type. Thus it is best to focus on upgrading one great work to stage 4 at a time, and to build a variety of great works instead of the same one multiple times.
Both stage construction and feature construction can be paused by the ruler, in case they cannot afford the monthly cost of continuing construction.
The cost of great works can be reduced by Construction technology and by having the Architect trait.
When building your first great work, the 'Build a Great Work' Ambition will add a bonus feature (if it is constructed in your demesne).
You may only build one great work in a county.
Looting and Restoration[edit]
If the current owner of a Great Work has not participated in building or restoring it may loot it for gold. Looting a great work grants 300, 500, or 800 gold, depending on how expensive the Great Work is. Looting damages it, dropping its current stage level by one and rendering it non-functional until it is restored. Looting a great work takes a period of time that varies per great work.
Looted great works may be restored to their former glory, and must be restored before the current owner may regain its benefits and begin upgrading it again. Similar to building a great work stage, restoring one has an initial cost and monthly cost. A ruler that looted a great work may not participate in its restoration.
Generic Features[edit]
These features are available for multiple Great Work types. See specific Great Work entries for their unique features and a list of available generic features.
Events and decisions common to multiple Great Works and features.
Intimidation[edit]
Intimidating Great Work features add a targeted character decision, Try to Intimidate, to the right click on character menu, with a 2 year cooldown. Higher diplomacy and a craven target raise the chance of success. Only usable within the same realm.
The decision gives the following options:
Private Conversation[edit]
Secluded Great Works features add a targeted character decision, Private Conversation, to the right click on character menu.
Burial Ceremony[edit]
Great Works considered Burial Grounds wlll trigger an event on ruler death for a burial ceremony. The options are:
Store a Relic[edit]
Great work features that store relics give the Store a Relic decision. Religious artifacts can be stored for an immediate gain of Piety and Prestige. You will lose the artifact. Only one artifact can be stored per Great work.
Looted Artifacts[edit]
Some Great Works cause an event when looted that gives the looting character an artifact. Great Works with bells give the Bells artifact. Great works with books give a random artifact from this list:
A Town Is Born[edit]
An event that fires 50 days after a Great Work feature's completion that grants a holding slot to the Great Work's province. The trigger conditions are:
Be sure to pause your feature's construction so that it finishes while you are at peace if you want this event to fire.
Crumbling Masterwork[edit]
A yearly pulse event that requires a Great Work that is at least 100 years old. Two options:
This event does not cause damage (requiring restoration or losing a stage like looting) to the wonder.
Send Alcoholic Gift[edit]
The Brewery and Vineyard features enable a targeted decision to gift alcohol to any character within diplomatic range. +10 opinion for 1 year, with a 1 year cooldown.
Inspires Learning[edit]
Great works and features that inspire learning improve the results of the Invite Holy Man to court decision, giving the priest a chance to have higher learning and positives traits like Erudite and Genius.
Grand Cathedral[edit]
Requirements: Owner's religion is in the Christian group.
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Great Mosque[edit]
Requirements: Owner's religion is in the Muslim group.
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Great Synagogue[edit]
Requirements: Owner's religion is Jewish
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Great Temple (Pagan)[edit]
Requirements: Owner's religion is in the Pagan group and that religion is reformed.
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Events[edit]
Counts as a Burial Ground.
Great Temple (Buddhist)[edit]
Requirements: Owner's religion is Buddhist
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Great Temple (Hindu)[edit]
Requirements: Owner's religion is Hindu
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Ruler Statue[edit]
Requirements: Not buildable by Humble characters. Not buildable or active for Iconoclast or Zealous Muslims.
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Statue of a Horse[edit]
Requirements: Lunatic trait, Horse culture, or Nomadic government. Not buildable or active for Iconoclast or Zealous Muslims.
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Shares plating and additional statues features with Ruler Statue
Grand Fortress[edit]
Requirements: Improved Keeps 4 and Construction 4
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Events[edit]
The Armory unique feature modifies the event chain for the Search for a Smith decision. See Armory special effects for details.
Underground City[edit]
Requirements: Desert or Mountain county adjacent to a Hill or Mountain county
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Great Walls[edit]
Requirements: Improved Keeps 4 and Construction 4
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Great Harbor[edit]
Requirements: Coastal counties only
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Great Lighthouse[edit]
Requirements: Coastal counties only
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Grand Amphitheater[edit]
Requirements: Roman, Italian, or Greek Culture, or Hellenic religion, or religion has the ritual sacrifice feature. Religion must not be peaceful.
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Events[edit]
The Blood Games for the Ritual Sacrifice pagan reformation can be held at the Grand Amphitheater, giving 200 extra prestige.
Royal Palace[edit]
Requirements:
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Magnificent Gardens[edit]
Requirements:
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Grand University[edit]
Requirements to Build: Tolerance 3 and Legalism 3. Government is not Nomadic. Religion is in Christian, Muslim, Jewish, Zoroastrian, or Eastern religious groups, or is Hellenic (reformed or non-reformed), or is reformed pagan with astrology.
Requirements for Effects: Religion Is Reformed
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Events[edit]
Inspires Learning
Great Library[edit]
Requirements to Build: Government is not Nomadic. Reformed religion.
Requirements for Effects: Religion is Reformed
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Events[edit]
The collection features enable events that grant book artifacts. See Artifacts#Great_Library
While writing a book and owning a Great Library, a yearly event may trigger that improves the quality of the result.
Inspires Learning
Grand Mausoleum[edit]
Requirements:
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Events[edit]
Counts as a Burial Ground
Great Pyramid[edit]
Requirements: Egyptian culture, Lunatic, or Pyramid Building reformation.
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Events[edit]
Counts as a Burial Ground
Great Stone Circle[edit]
Requirements: Pagan religious group
Stages[edit]
Crusader Kings 2 Raiding TipsGeneric Features[edit]
Unique Features[edit]
Aztec Pyramid[edit]
Requirements: Aztec religion
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Events[edit]
Counts as a Burial Ground
These are pre-existing historical great works.
Great Pyramid of Khufu[edit]
Requirements: Egyptian culture, Lunatic trait, or Pyramid Building reformation.
Location: Faiyum
Initial Stage (769 AD): 3
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Same as Great Pyramid
Events[edit]
Counts as a Burial Ground
Stonehenge[edit]
Requirements: Pagan religious group
Location: Wiltshire
Initial Stage (769 AD): 3
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Same as Great Stone Circle
Mausoleum of Halicarnassus[edit]
Requirements:
Location: Lykia
Initial Stage (769 AD): 2
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Same as Grand Mausoleum
Events[edit]
Counts as a Burial Ground
Lighthouse of Alexandria[edit]
Requirements:
Location: Alexandria
Initial Stage (769 AD): 4
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Same as Great Lighthouse
Konark Sun Temple[edit]
Requirements:
Location: Kataka
Initial Stage (769 AD): 4
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Same as Hindu Great Temple
Apostolic Palace[edit]
Requirements:
Location: Roma
Initial Stage (769 AD): 1
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Same as Royal Palace
House of Wisdom[edit]
Requirements: Not unreformed Pagan
Location: Baghdad Download dragon ball z xenoverse 2 setup winrar file in parts store.
Initial Stage (769 AD): 1
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Same as Great Library
Events[edit]
Same as Great Library:
The collection features enable events that grant book artifacts. See Artifacts#Great_Library
While writing a book and owning a Great Library, a yearly event may trigger that improves the quality of the result.
Inspires Learning[edit]
Great works and features that inspire learning improve the results of the Invite Holy Man to court decision, giving the priest a chance to have higher learning and positives traits like Erudite and Genius.
Petra[edit]
Requirements:
Starcraft 2 ai difficulty levels 2. Nov 15, 2011 Forums StarCraft II General Comparing AI difficulty to player ranks. Comparing AI difficulty to player ranks StarCraft II General. I don't think the AI in SC2 can be compared to human players; mainly because it never ever adapts it's builds and strategies, it just builds more units depending on the difficulty and throws them at you; at. GTAI is an AI Script that improve the difficulty of StarCraft 2 AI. It will use many strategies that keep player guessing what to do and force him to scout. More over, it can control units like a good player. It will try to keep the units alive using Micro.
Location: Maan
Initial Stage (769 AD): 3
Stages[edit]
Generic Features[edit]
Unique Features[edit]
Same as Underground City
See also[edit]References[edit]
Castles • Cities • Temples • Tribes • Nomadic capital
Capital • Economy • Levies • Revolt • Technology • Cultural buildings • Great works
Retrieved from 'https://ck2.paradoxwikis.com/index.php?title=Great_works&oldid=37930'
When you start a new game of Dwarf Fortress, a world is generated. Not just a map, but a world, with its own legends, characters, factions and historical wars. It’s one of my favourite openings to any game and gets me far more hyped than any fancy cinematic intro.
Wouldn’t it be great if Crusader Kings II [official site] could do something similar, rather than sticking to actual historical beginnings? Thanks to a modder who goes by the name Yemmlie, it can. The CK2 Generator can create alternate histories, simulating the appearance and development of cultures, religions, languages, characters and all the rest. It defaults to the vanilla map but if you want a random world to play on as well, that’s supported.
When Yemmlie contacted me to let me know about the generator, I figured it’d just make a random map with factions spread across it. Instead, this is similar to the Dwarf Fortress ideal, using the game’s systems to create not only new factions and power struggles, but the historical rationale for their existence. Here’s how it works:
“Basically the tool will generate, from scratch, a completely new history of humanity from its first exodus from Africa as a new mod to be playable in CK2 (and now optionally an entirely random map!). A random culture and pagan religion is formed (as in completely random, using all the parameters available for religions and cultures in CK2, as well as forming a unique language used to name characters, provinces, kingdoms, gods, religions. These cultures will then spread throughout europe, mutating and changing as they spread, words and language, religions, ethnicity, cultural ideals, laws, looting, river sailing, incest, religious heads, holy sites, wives, concubines and everything, all morphing, mutating and branching off as humans spread through time and land, and form a completely unique world with absolutely none of the vanilla cultures, religions, provinces, de-jure duchies or anything found in the base game.
“Then it starts generating the history in much greater detail, a simpler simulation than CK2, nevertheless it processes births, deaths, marriages, inheritances, wars and conquests to create full dynasty family trees, title histories, dejure kingdoms and empires, conquered lands, to create a starting point for the player to drop into and start creating their own histories in-game.”
That use of “basically” at the beginning of the first paragraph is fantastic, isn’t it? “Basically, the tool goes above and beyond what you might expect in just about every way. Basically.”
Currently in beta, the generator doesn’t seem to be entirely stable, with some reports of first and second attempts failing, and a fair amount of time required for it to complete its task, but I managed to get it working last night and everything seemed to work first time. I haven’t actually spent any time playing with my new world though. It exists but hasn’t been thoroughly tested.
Instructions for use are over on the subreddit, including a step-by-step guide to using the recently added map generation tool as well as the actual history generator.
Every time a new CK II expansion arrives, I plan to spend a few days playing and never find enough time to scratch beneath the surface (there are still far too many games). This seems far more likely to absorb me than any of the recent official releases though, simply because I’m fascinated by the stories it tells even before a game has started.
Currently, it’s only supported on Windows and all of the information and links you need are right here.
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