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Ck2 female merchant republic
Ck2 female merchant republic










ck2 female merchant republic

And most importantly, you shouldn't be afraid to fuck up and completely misunderstand shit for your first run or two. There are also a lot of good starter guides out there, a well developed wiki, and the game files are even easy to look through if you're curious exactly how particular events work. It's also important to keep in mind that most systems are broadly insular, so you can learn things in chunks. Other DLC are most important for adding start dates and the like. If you're playing Christian, then Sword of Islam doesn't have much to offer you, but the political changes it subjects Muslims to alter the behavior of their empires (for the better since it makes them more aggressive, but also more unstable). If you play feudal, you won't be directly interacting with the main elements of the DLC *but* you'll be able to vassalize and war with the Merchant Republics the DLC revolves around which are both very lucrative for feudal rulers. As an example, there's a DLC built around Merchant Republics. I will say you won't be interacting with everything *at once*. Also you need at least one DLC for basic shit like *a standing army* (called a retinue in game). I can't say it won't be complicated, but base CK2 and CK3 in its current state are both relatively barren (albeit still far more complicated than a normal strategy game) and the most complicated systems are also the most useful. If your character is catholic then after a certain date you can start a generations-long event chain about building a cathedral with various stages.Īnonymous 09/20/21(Mon)19:44:56 No. This resource system isn't especially deep and is mostly represented through county modifiers, but is great for flavour. All counties also now have various resources that determine how the economical development of it goes, like if it has "fertile farmland" you can build agriculture-related buildings in your manor, which means you can have cereals that allow your county to produce bread and beer. Trade routes can now emerge dynamically and can spread to neighboring counties through special trade-related buildings like roads and bridges. War, peace and various natural boons and disasters impact the prosperity more. You now can't upgrade the "city" building manually, but it does it automatically with the passage of time to represent growth of population. All holding types now have three specializations that impact what you can build in them (Castles, for example, have a "feudal city" one, which is a county capital, and a "feudal manor" and "citadel" ones, which are economy and military focused respectively). >MTA Debug decisions (if you want to sandbox it)Īnonymous 08/28/21(Sat)08:26:51 No.












Ck2 female merchant republic