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With over two thousand mods on Steam Workshop alone, the Crusader Kings II modding community have recently passed a milestone in user-generated content. This impressive feat is a blessing for players but also a cause for paralysis: Which of these mods should one choose?
Knights are the cream of the crop, the armoured nobility and court hangers on. This means they are made up of named characters from your Realm. This includes Vassals and Courtiers and in this guide we're talking about how they work in Crusader Kings 3. Build in your capital holding and your own holdings in your capital duchy only. You get multipliers to both taxes and levies there. Also if you have Reaper's Due make sure to build hospitals in and around your capital as well. Also build manufactories and universities for Institution spread, hoarding gold is worthless in EU4. Ever wanted to give Paradox's famous grand strategy series a shot, but found it too intimidating? Crusader Kings 3 is a great place to start, especially if you keep these tips in mind. For general holdings description read game mechanics on Holdings Every county in Crusader Kings II has at least one holding. Holdings produce all levies and taxes, and are thus important, yet easily ignored. I'll be going into how the different types of holdings work, and how you can use them to your advantage. Jan 28, 2012 An often-overlooked feature for new players is the ability to build new holdings in your (and your vassal's) provinces. These are the empty slots next.
After all, even if one focuses on just the popular choices, so many other excellent mods might be overlooked.
What are the best CK2 Mods?
- After The End Fan Fork (Essential)
- CK2+ (Essential)
- A Game of Thrones Mod (Essential)
- When The World Stopped Making Sense (Essential)
- Elder Kings (Essential)
- Ruler Designer Unlocked (Character)
- Rich Childhood (Character)
- Sketchy Traits (Character)
- Your Personal Castle (Mechanics)
- No Inter-religious Defensive Pacts (Mechanics)
- Improved Genetics (Mechanics)
- Patrum Scuta (Cosmetic)
- In heavens Cartographic Map (Cosmetic)
- Anime Portraits (Cosmetic)
- Medieval Music Complete (Cosmetic)
HOW TO MOD CK2
For first timers wanting to modify their game, Steam Workshop has thankfully made the whole process as easy as clicking the subscribe button on the mod you want and Crusader Kings II will automatically download it and add it to its launcher. From there, the player can choose to enable or disable any mod of their choice.
As outlined in previous guides, here are some essential tips for modding a Paradox title via Steam for the first time:
- Check if the mod is up to date with the most recent patch for Crusader Kings II. Once a new expansion comes out you may have to wait a few days, weeks, or even months for bigger mods, until the mod is updated. Thankfully, CKII will give you a warning if you're about to load a mod that isn't up to date. Also, each mod will tell you on the side menu if it requires certain DLC.
- Hey, still want to play that favourite mod of yours but CKII's latest update ruins your save game? You can always roll back your CKII version to continue your campaign. Check the mod pages on Steam or the Paradox forums on how to do this since it might be different for each mod and version of the game. If all else fails, ask in the comments threads for instructions!
- Check if the mods you've selected are compatible with the other mods you've downloaded. This information is usually found on each mod's page as they usually list which mods they are able to run with.
- Remember that most mods are Ironman incompatible as they necessarily change balance. If you're achievement hunting, you'll need to find those mods that will tell you on their descriptions that they're Ironman compatible.
- Finally, sometimes it takes a while for the CKII interface to properly load the mod's latest version. Check if you have auto-updates enabled for mods and then, if you're unsure, simply relaunch the CKII launcher to check if all of the mods are present and up to date.
For mods too large for Steam, you can usually hunt for their pages on the Paradox Forums and find the instructions on how to install from there. You can also google search large mod Wikipedia’s in order to find instructions for installation.
The Best CK2 Total Conversion Mods
Mods that change almost everything with a singular guiding hand. A total suite is presented to the player to try. Thankfully, CKII has some of the best Total Conversion Mods in the Paradox Stable.
After the End Fan Fork
This is a 'fan continuation' of the original 'After the End' CK2 mod set in a post-apocalyptic USA. The year is 2666, and centuries have passed since a cataclysmic event knocked human civilisation back to the medieval period. You can play anywhere in North America, the Caribbean, or the northern coast of South America with over a thousand provinces, 47 different religions, and 31 different culture groups.
Our resident Paradox mod expert, Timothy, commented that he hadn't seen a mod get as fervent a fanbase since Hearts of Iron 4's Kaiserreich mod. Just the setting alone makes this worth checking out, not to mention all of the work that's gone into setting up this post-apocalyptic North America. Well worth checking out if you want something completely different. Compatible up to the latest patch & with Holy Fury.
CK2+
One example of a mod not on the Steam Workshop, CK2+ is a massive overhaul that changes every aspect of the game from the map to core mechanics to events. Aimed at giving more content for the player to explore whether it's new provinces, new interactions with other characters, or new mechanics such as a factions overhaul, there is a reason it is titled CK2+.
This mod is so venerable and respectable as a total upgrade for the game that individual mods on the Steam Workshop make CK2+ compatible versions of their mods specifically to be included in this grander Crusader Kings II experience.
Follow the link above and follow the instructions on the forum to find how to install this amazing piece of work! If you like this mod, also check out the Historical Immersion Project located in the same modding sub-forum as CK2+. It's wort noting that since mid-2019 the team have been working on trying to rebuild this mod from the ground up, as it was proving too difficult to maintain in its current state.
As such, the mod hasn't been updated since mid-2019.
A Game of Thrones Mod
Crusader Kings II is probably the best game in all of PC gaming to represent the intense political action of George R.R. Martin's world. This mod seeks to do the universe of A Song of Ice and Fire justice with its impressively researched bookmarks and hefty focus on character interactions. It is not only a complete overhaul of the game mechanics to match the books, but the addition of other interactions such as magic and a complex system to handle massive civil wars with multiple claimants expands the CKII experience to new heights.
Compatible up to Version 3.2.1
When The World Stopped Making Sense
Delve into the “dark” ages of late antiquity and the Early Middle Ages when the collapse of the Roman Empire in the West brought about a chaos that shook the very core of European Civilization. Pushing back the start date to 476, a whole new world of content is available to the player and a rich time extension is populated by meticulously researched settings, bookmarks, and historical persons. New decisions and mechanics bring this unique part of world history to life in stunning detail.
Compatible up to Version 3.2.2.
Ck2 What Holdings To Build
Elder Kings
Not to be outdone, the Elder Scrolls fandom has its own gorgeous and deeply detailed mod. Replete with custom events and custom mechanics, this puts the TOTAL in Total Conversion. You don't even need to be a fan of the Elder Scrolls to appreciate a dive into this dense and fully fleshed out world.
One of their most clever converted mechanics is the transformation of the Chinese Empire console from the base game into whole realms you can interact with ruled by their respective diety. One of the most polished mods out there.
Compatible with Holy Fury.
The Best CK2 Character Mods
CKII is the Paradox game that focuses on characters and historical figures more than simply abstract nations or empires. A whole treatment of mods just for this central focus is a big part of modding CKII.
Ruler Designer Unlocked
Finally, creating your perfect starting character has never been easier. The mod's title is self explanatory as traits are available for your custom character without any restrictions (unless you yourself place those restrictions!). Unique playthroughs and unique dynasties are finally available to the player. A simple yet incredibly rewarding mod, this is a must for anyone who wants full control over the progenitor of their dynasty.
Rich Childhood
Rich is the right word for it. This mod brings to life the interim years of a young man or woman's rise to adulthood. Instead of a tiny whelp that eventually becomes a “real” character, this mod seeks to make the experience of growing up as exciting as adult life. There is no downside to this mod. The events offer a playful and intriguing encounter for the player for those (hopefully) rare times where regencies must be in charge of a young prince or princess. The sims 1 gothic objects.
Sketchy Traits
Another simple mod that adds a plethora of interesting and necessary traits available for characters to have. Physical traits such as fluency and fertility as well as personality traits such as psychopathy and creativity are some of the additions that puts another dimension to the already character-oriented nature of CKII. Whether it's seeking extra bonuses or looking to generate a compelling narrative, this mod helps to add texture to the character trait system.
Trait Softcap Exterminated
All that hard work making all the “right” decisions to develop the character and personality you've always wanted is now finally preserved! CKII intrinsically has a hidden limit for character traits and this mod simply eliminates this cap. With this mod, a player's actions finally stick and personalities culminate in grandiose and memorable characters. Available here.
The Best CK2 Mechanical Mods
Modding can be as simple as changing game mechanics to suit one's needs or elevate gameplay. Here are some of the best in the genre.
Your Personal Castle
Isn't it strange that your capital holding is almost completely indistinguishable from anyone else's? Your Personal Castle addresses this issue by allowing the player to build bonus-creating additions to their home holding. Whether it's secret passages or studious libraries, not only are these great for customizing one's capital experience, but the mod also provides associated events to each addition to the castle that immerses the player in what it means to build a grand stronghold. By far one of the most popular mods out there!
No Inter-religious Defensive Pacts
A lesser known and small mod, but one I believe that truly makes sense. This mod disallows defensive pacts to form between different religions. There has been plenty of discussion about the game-mechanic known as defensive pacts while some saying it artificially hampers gameplay by gaming the system to resist the player. While other mods do away with defensive pacts in totality, I believe this small mod finds the better middle ground. Defensive pacts will form, but at least you won't have to worry about Richard the Lionheart and Saladin somehow joining forces to stop you. While some players might want that challenge, this mod is for those who want a slightly more historical treatment of expansion.
Improved Genetics
Using scientific data to bring more realism to CKII's genetics is the stated purpose of this mod and while it's a subtle change (since CKII's genetics system is not that far from 'reality'), this mod actually helps to make heredity in the game more reliable, stable, and predictable (thank you, science). The creator is not just versed in Mendelian genetics, but has factored in polygene inheritance for a truly fascinating if not invisible experience of heredity.
The Best CK2 Cosmetic Mods
What would be a mod list without some gorgeous aesthetic options to choose from? Here are some of the most pleasing offerings available.
Patrum Scuta
What would the Middle Ages be without the glorious beauty of heraldry? This mod takes this basic premise and turns it into a rich aesthetic experience. This is not simply a graphic pack that adds hundreds of new heraldic styles as well as enriching the present options, but this mod also implements them in a historically researched way.
True to history coats of arms are restored as well as dynamically generated crests are in line with researched records. This also presents a plethora of different options for custom dynasties that the only drawback is that it makes the selection menu for a heraldic shield over a thousand clicks long!
In heavens Cartographic Map
While Paradox's choice to present an abstracted three dimensional contour map is beautiful enough as it is, this mod brings the player back to a cartographical setting. It is as if the player is pulled into a map room with his or her closest advisers reviewing the state of the world on a map worthy of the timeframe. Let this graphical upgrade help to immerse you into the world of CKII!
Anime Portraits
Wrong Type Of Holding Ck2
I was surprised to discover it years ago and I was ashamed to admit that I loved it. Who knew that Crusader Kings II could be a unique anime experience? Oddly perfect portraits for every type of character and character condition make this mod both dazzling and frightening. Even if one is not a fan of the style, it stands as a testament to an impressive graphical upgrade. While not everyone's cup of tea, it also serves as an indication that there are plenty of mods out there that modify and improve character portraits to suit the player. Calibri body font for mac.
Medieval Music Complete
We can never overlook the rich musical history of the Middle Ages. From chants to poetry, this mod is one example of the plethora of auditory enhancements that reintroduces a bit of history to the game. While Paradox provides impressive music for its games, it commits a crime by not including period songs like it used to do for games like Europa Universalis II. Mods like this fix this disparity.
What are your favourite CK2 Mods? Let us know in the comments!
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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.
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.
![Build Build](https://i.ytimg.com/vi/QaofLlWNQXM/maxresdefault.jpg)
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]
![Ck2 tribal buildings Ck2 tribal buildings](https://cdn.mos.cms.futurecdn.net/26785b56578114886c0f7b844c446dfb.jpg)
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
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