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.
In Crusader Kings II you can construct buildings in your county capitals, and in any holdings in the county that belong to your direct vassals. Construction is a long-time prospect, as it will take very long for most buildings to pay off. As it works on such a large timescale, quite a bit of thought should be put into what you build, where, and when. How do you make things instant build in CK2? I tried to look up commands but I couldn't find any. From a long time ago I sort of remember there was one but I couldn't find one.
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.
Psychometrics an introduction furr pdf download. 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.
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. Tvpaint for mac free download.
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. Ps3 save editor using mac os for skyrim. 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]
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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'
Wondering how to raise levies in CK3? Dyens saudade no 3 pdf to 1. In case you’re new to Crusader Kings 3, levies are an essential part of any war plans. Levies are, to put it simply, conscripted soldiers from your kingdom or holdings. Just as all parts of your realm raise taxes for you, any holdings you or your vassals have also contribute a set amount of levies that you can call upon in times of war.
Levies themselves are not particularly strong and are the most basic soldier you can get in Crusader Kings 3, boasting just ten damage and ten toughness. However, considering you can amass a few thousand of these from your holdings in a matter of days, they’re a vital resource for attacking and defending. Ford tractor 6600 repair manual.
Any of your personal holdings will always produce the maximum number of levies, while the number of levies drummed up by your vassals depends on the feudal contract you hold with them. Origin graph software free crack. In this guide, we’ll break down the very basics of how to raise levies, and how to increase the number of levy soldiers that you are able to raise at any given moment.
How to raise levies in CK3
If you’re just looking for how to ‘activate’ your levies and turn all of those random villagers into an army then there are a couple of means depending on the situation. If you’re at war with someone or have recently had war declared on you, then the simplest way is to simply select the “raise all armies” button that should pop up at the bottom of your screen as soon as the proverbial hits the fan. This will prompt all of your available levies and other armed forces to move toward wherever your rally point is set.
Unlike CK2, your levies in Crusader Kings 3 will appear wherever you’ve set your rally points. Depending on how big your realm is, it may take them several days (or even weeks) to all arrive there, but you won’t be watching them all make their way from across your territory. If you have more than one rally point, your levies will try to divide themselves up roughly equally among them.
You can also do this at any time, including peace time, by heading to the military tab and clicking the same “raise all armies” button. However, you can’t declare war with your army raised – that’s simply unsporting.
How to increase your levies in CK3
So you know how to get all your levies together and wage war with them, but how do you get more levies?
There are plenty of ways to increase your levies in Crusader Kings 3. The bulk of your levies come from either your holdings or the holdings of your vassals.
Vassals all have different strengths, weaknesses, and values that determine how much money and how many levies they can raise in their holding. You also have a feudal contract with each of your vassals that will determine roughly what pressure you’re placing in them in terms of providing taxes or levies. Therefore, picking the best vassals for raising levies, increasing the number of vassals in your kingdom, and making sure your feudal contracts with them are providing as many levies as they’re happy with is key to raising that number.
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More help? Read our Crusader Kings 3 beginner’s guide
As levies also come from your personal holdings, improving these with buildings and upgrading them will also net you more levies. Any levies coming from personal holdings are also loyal to you, so it’s great to have a good stock of these to quell any rebellions.
Reinforcing levies
Some players have reported difficulties replenishing or reinforcing their levies. Whether it’s a bug or not is currently unknown, but you can easily replenish your levies by selecting the ‘raise all armies’ option again.
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We’ve also got a quick primer showing you how to raid in CK3, not to mention a full Crusader Kings 3 review to read if you’re looking for some verdict validation. There’s even a buzzing CK3 mods scene if you’re that way inclined. For more like this, check out the best strategy games on PC, and the best 4X games for a slightly different type of scheming.