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beefart
Jul 5, 2007

IT'S ON THE HOUSE OF AMON
~grandmaaaaaaa~
Disclaimer: Charlemagne and the accompanying patch have changed up many of the fundamentals of the game. Seasons actually matter now and there are other pesky things like vassal limits and tribal governments to worry about.

:siren:Use the OP to link to your LP of choice. It can get a little confusing and repetitive reading the thread page by page, so refer back here for a link to the next chapter if you get lost.:siren:

:siren:Try to post updates on the test post website. If this is unduly burdening for you, post the update in the thread, but please take care not to clutter up pages with more than 3 updates:siren:


This is a tutorial LP megathread for all those of you who are trying to figure out Crusader Kings 2, whether you’re on the edge about getting it, or if you’ve recently picked it up and have no idea what to do, or if you’ve had it for a while and you’re still hopelessly lost. Fret not, you'll find answers here!



Wait, haven’t I seen this thread before?

Yes, to an extent. About a year ago, a fantastic goon and LPer named Kersch (whom you may also remember from his Europa Universalis 3 playthroughs) did a very detailed LP of CK2. And indeed, many of the basic gameplay elements have survived over the past year. In that period of time however, Paradox has released a number of DLC expansions to flesh out the various types of rulers and governments that make up the political landscape of Medieval Europe, so many mechanics have changed. This will be a comprehensive tutorial LP involving the efforts of 6 LPers with the purpose of explaining not only the basics of the game, but also the various mechanics that are unique to certain playstyles

This collaborative LP is the brainchild of CapnAndy, our resident expert on Catholics, and he has passed off the base tutorial responsibilities to me, but this was originally his idea so please thank him first!



What is this game?

Really, this is all you need to know: http://www.youtube.com/watch?v=Y53_GV2aAg8

Crusader Kings 2 is one of several “grand strategy” games released by Swedish developer Paradox, the minds behind games such as Europa Universalis, Victoria, and Hearts of Iron. As of July 2013, it covers the years 867-1453 AD, and you can choose to play as any ruler in Europe, North Africa, and the Middle East during those years (but sadly not 868-1065). This game is not just about conquering your neighbor, storming his castles, and covering the map with your colors like in a Total War game. You’ve got much more than just outside threats to worry about; you have to worry about stuff like your realm exploding because the laws of your kingdom prohibit you from disinheriting any of your male heirs, crooked councilors embezzling your gold when you least expect it, or the mild to moderate inbreeding that may result when you marry your tall, attractive cousin for her claims and to produce tall, attractive children.

Losing wars or getting murdered/blinded/castrated/cuckolded/deposed in this game is half of the fun, and produces some of the best emergent storytelling in the gaming world today. There are no end objectives except the ones you set for yourself, and the medieval world is your oyster. Not to mention the devs have a refined sense of humor, which it displays often through events and flavor text. The common, grim happenings of the Medieval Era, such as catching the Black Plague or having your taxes raised by your oppressive feudal lord, are punctuated with stuff like this:



We will be playing CK2 with no additional mods. If any of the other goons LPing in this thread are using different versions of the game, they’ll mention it in their initial posts.
In order to play anything other than basic Catholic or Orthodox feudal lords, you will need some of the DLC expansions. These include:

Sword of Islam: Required for playing as Muslim rulers
Legacy of Rome: Required for more intricate Byzantine mechanics and retinues
The Republic: Required for playing as merchant republics
The Old Gods: Required for playing as any other pagan ruler, adds new 867 AD start date
Sunset Invasion: Silly alt-history DLC that adds a horde of invading Aztecs, whom you can play as provided you have The Old Gods installed
Sons of Abraham: Released 11/18/2013, adds more depth to Christianity and Islam (such as pilgrimages to Christian holy sites, College of Cardinals, Ash'arite/Mu'talizite schools of Islamic thought, etc.), also adds playable Jews.
NEW - Rajas of India: Released 3/25/2014, expands the map all the way to Bangladesh, adds a poo poo ton of new provinces and playable potato people Indian rulers (seriously, why the hell do they keep hiring this guy to draw their portraits?). Also adds Hinduism, Jainism, and Buddhism as religions, improved Muslim decadence mechanics, and diplomatic range limits.



How will this LP work?

This is going to be a collaborative screenshot LP dealing with all of the different playstyles in the game. There will be a variety of people working on this LP, each covering a different playstyle.

NB: Since I know several of the other authors have updates ready to go, we will probably not be posting in that order. As a result, it is always best to :siren:check the OP first:siren: for links to the latest LPer posts.

If any of you have questions about how someone does something in his LP, please PM that respective LPer. I personally (as far as my LP goes) will make a post in between each update to answer each of the questions I receive. Furthermore, if any of you CK2 veterans want to chime in and offer their inputs and tactics, please do so.

UPDATES


Knuc U Kinte (Republics)
Knuc was kind enough to give us a nutshell LP of basic strategies for republic games. Use this as your handy cheat sheet if you get confused with his LP or just want some solid general advice for growing your merchant state.
Serene Doge Tedice della Gherardesca
Part 1: Welcome to Pisa
Part 2: Dwarves and kebabs are a dangerous mix
Part 3: The best laid plans often go awry
Part 4: The Two Sicilies
Part 5: In which we lose our sugar daddy
Serene Doge Ugo della Gherardesca
Serene Doge Guido della Gherardesca
Part 6: We have gold for Africa
Part 7: David Flings Gold at Goliath
Part 8: Expanding into Africa
Serene Doge Gabrino della Gherardesca
Part 9: A Brief Stint as a Patrician
Serene Doge Alessandro della Gherardesca
Part 10: Big Trouble in Little Pisa
Part 11: Between the Alps and a Hard Place
Serene Doge Conone della Gherardesca
Part 12: As the italianos say... Absolutamente.

The Mighty Biscuit (Muslims)(867 start date)
Emir Muhammed Hashimid
Part 1: Introduction
Part 2: Year 870
Part 3: Year 876
Sultan Abdullah Hashimid
Part 4: Year 880
Part 5: Year 894
Part 6: Year 911

Advent Falls (Miaphysites) (867 start date)
Ashot IV Bagrationi
Part 0: Who the gently caress are Miaphysites?
Part 1: Don't Panic
Part 2: Consolidate and Wait
Part 3: Hail to the King
Part 4: Setting Things in Order
King Smbat Bagrationi
Part 5: Steppe Wolfe
Part 6: It's Georgia, Jake
Part 7: Hurry Up and Wait
Ashot II Bagrationi
Part 8.1: Opportunistic
Smbat II Bagrationi
Part 8.2: The Nightmare Scenario
Part 8.3: State of the World, 909 AD
Part 9: Revolt-ing
Part 10: Purple Whacks the Hornet's Nest, Brown Gets the Bite
Part 11: When Empires Attack
Part 12: Breaking Byzantium
Part 13: It's Unlucky for Everyone
King Hovhannes I (Ivan) Bagrationi
Part 14: Carpe Diem
Part 15: Defense!
Part 16: The New Age
King Vladislav I Bagrationi
Part 17: Free Vassals
Part 17.1: State of the World and New Direction
Part 18: Factionista
Emperor Ashot III Bagrationi
Part 19: This Could've Been a Bad Idea
Part 20: The Times and Troubles of Emperor Ashot I
Emperor Vladislav Bagrationi
Part 21: Balance in the Bosphorous
Part 22: The Pretty Borders Faction
Part 23: The Karling Faction is Displeased
Part 24: Robin of Damascus
Part 25: The Karling Glass Jaw
Part 26: In Search of Pax Romana
Bonus Update: The Great Schism
1100 Timestamp: Madness

Deceitful Penguin (Defensive Pagans, 867 start date)
This one includes a nice guide to maximizing your potential through the Ruler Customizer and/or handy console fuckery.
High Chief Pingu Fingerpori of the Tavastians
Part Yksi (1): Defensive Pagans, Character Creator and Console Shenanigans


Completed LPs

CapnAndy (Catholics)
By far the most prolific tutorial in this thread and a worthy successor to Kersch's LP. Note that a lot of the mechanics have changed since the first post, but later posts cover Sons of Abraham and Rajas of India features as well.
Murchad I Ua Briain 1066-1093
Part 1: Catholics
Part 2: WAR!!
Part 2 1/2: What We Missed
Part 3: Consolidation
Part 4: Expansion
Part 5: Further Expansion
Part 6: Long Live the King
Part 7: A Peaceful Realm
Part 7.5: Catholicism WOW!
Part 8: Tournaments, Crusades, and Other Courtly Amusements
Brian I Ua Briain "The Conqueror" 1093-1120
Part 9: Life Is What Happens When You're Making Other Plans
Part 10: Everything Changes
Part 11: More Beating Up On the Welsh
Part 12: Fortune Favors the Bold
Part 13: Inns and Invasions
Part 14: Winning an Empire is Easy; the Challenge is to Rule One
Part 15: Nobility Christmas
Part 16: The Charm Offensive
Part 17: Vikings and Other Annoyances
Part 18: Unexpected Gains
Part 19: Everything Goes to Hell
Part 20: Plots, Plots, and More Plots
Part 21: Killing Time
Part 22: A Tragedy in Three Parts
Fingen I Ua Brian 1120-1157
Part 23: Meet the New Boss
Part 24: Short Reign Blues
Part 25: Swimming with Sharks
Part 26: WHERE IS YOUR GOD NOW
Part 27: Managing the Realm
Part 28: The Further Adventures of Fingen-san
Part 29: Indirect Conquest
Part 30: Sons of Abraham
Part 31: Back to Work
Part 32: Military Matters
Part 33: An Unlikely Alliance
Part 34: What I Did for Wales
Part 35: Fingens Gonna Fingen
Part 36: Vikings and other... wait, didn't we do this already?
Part 37: Of course it's not that easy
Murchad II Ua Briain 1157-1183
Part 38: Fingen's Legacy
Part 39: Not a Very Good Start
Part 40: Murchad's Follies
Part 41: Narrowly Avoiding Disaster
Part 42: More Problems
Part 43: Turning the Tide
Part 44: A 9 Step Plan for not Losing the Game
Part 45: Murchad Makes a Friend
Part 46: Nothing You Ever Expected
Part 47: A Most Remarkable Transformation
Part 48: Eternal Glory
Ruiadri I Ua Briain 1183-1194
Part 49: Two Wars
Part 50: Rule Britannia
Murchad III (Emperor Murchad I) Ua Briain "The Great" 1194-1242
Part 51: An Imperial Childhood
Part 52: Messing With Scotland
Part 53: All Grown Up
Part 54: Uneventful Times
Part 55: Odd Behavior
Part 56: I Hate Scotland So Much
Part 57: Settling the Inheritance
Part 58: A Lull in the Action
Part 59: Deus Vult
Part 60: Nobility Christmas, Part II
Part 61: Cleaning Up
Part 62: Playing Defense
Part 63: Building Peace
Part 64: The Next Generation
Beatrix I Ua Briain 1242-
Part 65: Girl Power
Part 66: History, Repeated as Tragedy
Part 67: One Way Out
Part 68: Musical Chairs
Part 69: Hell on Earth
Part 70: A Trumphant Return
Part 71: Small Province, Big Problems
Part 72: Waiting a While
Art I Ua Briain
Part 73: The Great Reign Begins
Part 74: Preparations
Part 75: Twelve Years Later
Part 76: Cedant Crucis Togae
Part 77: Hispania Falls
Part 78: Vassal management, God-King style
Part 79: Holy Land
Part 80: Payback
Donnchad Ua Briain
Part 81: The Great Reign is Ended
Part 82: Unifying Europe
Part 83: Conquering More poo poo
Part 84: The Short, Sad Reign of Emperor Constantin
Part 85: Back on Track
Part 86: Alba vs. the HRE (round 1)
Part 87: World War

TheMcD (Vassals)
TheMcD shows off his strategy one of the more interesting starts in the game, the last surviving Karling landholder in 1066. While this particular start is pretty challenging, this is a great introduction to playing a vassal landholder and working in secret to gently caress over your liege and claw your way to the top.
Count Herbert Karling
Part 1: Patience is a Virtue
Duke Eudes Karling
Part 2: Because Sometimes Life Will Just poo poo on You
Part 3: Road Trip
Part 4: Soap Opera Shenanigans
Part 5: Coast to Coast Emergency
Part 6: The Mortality Gambit
Duke Menasses Karling
Part 7: I Claim, You Claim, We All Claim Together
Part 8: GeminEyes on the Prize
Part 9: The End of the Beginning
Part 10: The Beginning of the End
King Aubrey Karling
Part 11: Deal With the Devil?
Part 12: Growing Up Is the Hard Part
Part 13: The Pope: Your Best Friend
Part 14: Landgrabbing: The Christian Way
Part 15: I Have Become France, Destroyer of Empires
King Ebbon Karling
Part 16: Murder, He Wrote
Part 17: I Have Become France, Destroyer of Empires, Part II
Part 18: Return to Normalcy
Part 19: Sometimes, Boredom Ensues
Part 20: Imperial Aspirations
Queen Raisenda Karling
Part 21: The One on Top, The One That Writes History

Mr. Morgenstern (Indians)
India is unfamiliar ground for most CK2 players, but Mr. Morgenstern does a good job of explaining the new features and hazards of playing a Raja.
The Beginner's Guide to India
Maharaja Ramapala Pala
Part 1: An Introduction
Part 2: Beating up people for their lunch money
Part 3: In Which Wars are Fought, People are Killed by Snakes, and Many, Many, Many Babies are Born
Part 4: What Can Change the Nature of Man?
Maharaja Narendranarayan Pala
Part 5: Old Habits Die Hard
Part 6: Nothing Says "I Love You" Like Getting Your Spouse an Entire Kingdom
Part 7: Sometimes a Maharaja Dies Just When You Need Him To
Maharaja Narendranarayan II Pala
Part 8: Inns and Outs
Part 9: State of the World
Part 10: More Than a Maharaja
Part 11: In the Name of the Emperor
Part 12: A Good Regent
Samrat Lakshmichandra Pala
Part 13: Appeasing the Demon
Part 14: France, What on Earth Are You Doing Up There?
Samrat Kalyanachandra Pala
Part 15: Superstar Kalyanachandra
Part 16: Egypt Burns
Samrat Devabhuti Pala
Part 17: The Magnificent
Part 18: The Second Fall of Zoroastrianism
Samrat Kalyanachandra Pala
Part 19: Islam Strikes Back
Part 20: State of the World
Samrat Dhirsingha Pala
Part 21: The Rider on the Pale Horse
Epilogue: The Emperor of Emperors
BONUS: The Other Events of Rajas of India
BONUS: The IRL Palas
BONUS: Fake Gurus

Jenner (Norse) (867 start date)
Norsemen are loving powerful. Jenner shows us in just two lifetimes how they can cut a gigantic swath through Europe in the name of Odin with a little finesse and care from the player.
Haesteinn I
Part 1: A Norse is a Norse, of course, of course
Part 2: A Paper Trail of Tears
Part 3: Fiddling While Rome Burns
Part 4: Deathseekers
Part 5: Long Live The King
King Ragnarr I
Part 6: Gotta Have Faith
Part 7: Anything You Can Do I Can Do Better
Part 8: Just for the pun of it
Epilogue

Sorites (Zoroastrians) (:stare: this LP is absolute madness, and employs some outside-of-the-box thinking)
NB: this playstyle is no longer viable in part thanks to this LP. Sorites, you are the reason we can't have nice things!
Part 1: "What the hell are you doing?"
Part 1b: The First Zoroastrian/Muslim War
Part 2: "What the gently caress are you doing?"
Part 3: "That poor man... Why would you do such a thing?"
Part 4: If you give a mouse a cookie...
Part 5: The Worst Courtier
Part 6: "Are you still doing this poo poo?
Part 7: No Rest for the Wicked
Part 8: Vandad vs. The (Shia) World
Part 9: I Did Not See That Coming
Part 10: The Tyranny Ends
Part 11: The Last Days of Vandad Karen

One Less Enemy of Mann:
Veloxyll shows us how even the lowest playable level of vassal can create an empire while playing as the Count of Mann. Also later on the Aztecs invade leading to much bloodshed and hilarity, and he shows us how to handle them very nicely. (Spoiler alert: it involves ripping out hearts for Huitzilopoctli Jesus.)
Part 1: Introduction
Part 2: Romance of the Four Kingdoms. Also Stabbings.
Part 3: Loan Sharks and Hosts
Part 4: Where Things Get a Little Weird
Part 5: In Which I Try To Make Up For Past Oversights
Part 6: In Which I Learn an Important Lesson About Vassals. Also About Your King Leading From the Front in Battle.
Part 7: In Which We Beat Up the English.
Part 8: In Which I Get Sidetracked Once Again
Part 9: The Regency From Hell
Part 10: An Empire Against the Sunset Invasion
Part 11: In Which I Have a Cunning Plan
Part 12: In Which... Whoops Time Travel!
Part 13


Inactive LPs
Amnistar (Byzantines) (This is up to date for Rajas of India, but came to an early stop due to technical difficulties, becoming the second LP in this thread to be murdered by a cat)
Konstantinos X Doukas
Intro
Part 1: Defending Our Home
Part 2: Some People Are Just So Stupid
Part 3: The End of an Era
Michael VII Doukas
Part 4: The Prodigal Son
Niphon I Doukas
Part 5: Whoops?
Part 6: What's better than one revolt?
Part 7: Time Passes By
Part 8: Quick Expansion and Discussion of Plans
Part 9: More Expansion and a Mistake

beefart (Norse):
Haraldr I "Fairhair" 867-905
Prologue: Concerning the Ways of the Feudal System (UPDATED)
Chapter 1: In Which the Player Asks "Holy gently caress What Are All These Buttons?"
Chapter 2: How Haraldr Taught the Southern Chieftains an Arithmetic Lesson
Chapter 3: Concerning Haraldr’s New Diet, and How Olafr Guðröðrsson and His Nephew Came to Blows
Chapter 4: Concerning the Storming of Frisia, and How Haraldr Fairhair Made a Friend
Chapter 5: How Haraldr Fairhair Broke a Promise and Rededicated His Life to Odin
Chapter 6: Concerning the Early Days of the Fylkirate and the Departure of Prince Eirikr
Chapter 7: How Haraldr Spent His Twilight Years
Eirikr I 905-912
Chapter 8: Concerning the First Norse Succession and the Troubles it Caused
Chapter 9: Concerning Haraldr's Dream, and How Eirikr Fulfilled It
Haraldr II 912-
Chapter 10: As Far as the Raven Flies
Chapter 10a: On poo poo I'm Covering in Chapter 11 After I Fix My drat Computer :argh:

Cease to Hope (Byzantines):
Doux Isaakios Komnenos 1066-
Part 1: Introduction
Part 2: Never Get Involved in a Land War in Asia (Minor)
Part 3: Five Wars for Five Brothers
Part 3.5: A Vassal's Guide to Factions

SpaceViking (Muslims)
Emir Munis I Riyahdid 1066-1089
Part 1: Introduction and Orientation
Part 2: So Much For Muslim Unity
Part 3: Meccabound and Down
Part 4: Jockeying for Position
Part 5: Just Kidding! Interlude Between Wars
Part 6: One Province at a Time
Part 7: I'm Running Out of War-Related Names
Part 8: Zoghbadid Blues

Daeren (Merchant Republics):
Domenico II Contarini 1066-1068
Part 0: An Introduction
Part I: The Foundations
Part II: The Contarini Curse Begins
Iacopo Contarini 1066-

Veloxyll (Jews)
Khan Manasseh II 867-
Update 1
Update 2
Update 3
Update 4
Khan Nisi I
Update 5


beefart fucked around with this message at 22:27 on Oct 30, 2014

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Daeren
Aug 18, 2009

YER MUSTACHE IS CROOKED
Part 0: An Introduction

Have you ever looked at your pitiful monthly income and scowled, furiously trying to find more ways to squeeze gold out of your filthy peasants?

Do you want to swim in Scrooge McDuck money bins of gold and spend your way to economic victory in a world where serfdom is the hot new thing?

Are you tired of your enemies being easy to politically (or literally, if you're Byzantine) neuter?

Are you a fan of picking and choosing your heirs, grooming them perfectly, only to die suddenly at the exact wrong moment and get screwed out of the ruling seat for another thirty years?

Do you want to have a playstyle whose spirit is encapsulated in the following image?



If so, then welcome to Republics.

Merchant republics in Crusader Kings 2 were introduced - or rather, drastically overhauled and made playable - in the expansion The Republic, go figure. Originally, merchant republics were just city owners with a feudal rank, like how counts and above are feudal governments and church owners with feudal ranks are part of theocracies. In The Republic, merchant republic mechanics were massively changed from the standard, and became the first playable government type other than strict feudalism. Its release was met with cries that the new mechanics were broken right in half, and, well, I can't really argue that. On release, merchant republics could flatten anyone, anywhere by simply burying them under piles of bribe money, assassins, mercenaries, and retinues. A balance patch fixed a lot of the crazier issues, but merchant republics still have the potential to get stupid powerful much faster than another government type if you're experienced and unafraid to be cheap.

The problem is, though, if you go in inexperienced, most merchant republic starts given to you by the game will crush you. Merchant republics have tons and tons of strengths given to them by their unique forms of commerce and government, but this is balanced out by them losing some key benefits of feudalism, baked-in weaknesses, and, most importantly, absolutely pitiful land holdings. If you've played much CK2, you know real power is in how much land you have, how many minions you can call on, and how many dudes you can catapult into a neighbor's civil war to steal things. The default merchant republics have an extreme lack of all of those in most every starting scenario. This means your early game is a very tricky balancing act, trying to expand enough to let your money super-charge further growth while trying to be inconspicuous enough that your neighbors, rivals, or God forbid, your feudal lords, don't stomp you flat.

This tutorial LP will probably be a bit different than the others posted in the thread, in that I'm not trying to do a perfect run. In this playthrough, I will not savescum, I will not be a cheap bastard with gamey mechanics, and I will not sugarcoat how badly I gently caress up if when I gently caress up. Properly learning to play Crusader Kings 2 involves knowing how horrible mistakes are made, how to avoid them, and how to live with them once they happen. Plus, the best stories come out of attempting to claw your way out of horrible positions, so you're sort of cheating yourself if you just reload 50 times until that assassination goes off flawlessly, or you time your troop movements perfectly.

Since Patrician houses always have their manors, you can get into a position where you're utterly boned but haven't actually lost, because to actually lose a Republic game your entire dynasty has to bite it or be ineligible for inheritances. This is great to make comebacks, but sometimes comebacks aren't really possible in practical terms if you've been screwed badly enough. If I get into a position like this, one I consider to be the point where most sane people would quit, I'll quit and restart if necessary to show off things I didn't get a chance to.

One last note: since I'm not doing the tutorial with the basic information about "oh god what do all of these buttons do," I'll be operating on the assumption that you have a grasp on the absolute basics of the UI and some of the general gameplay. If you don't, just wait for the updates that'll walk you through all that.

Daeren fucked around with this message at 02:46 on Jul 14, 2013

Daeren
Aug 18, 2009

YER MUSTACHE IS CROOKED
Part I: The Foundations



Ahh, the world map at 1066. A familiar sight at this point.



But, uh, where are we?



Somewhere in the Holy Roman Empire, perhaps? Or an Italian state near the Papacy?



Oh.



Oh wow.

I wasn't kidding when I said that merchant republics don't start with much land. We're playing as the Serene Doge of Venice, which means we only have legitimate control over this tiny-rear end island, and a few cities along nearby coasts. We are one of the puniest entities on the map in terms of footprint. Even the Pope's got more land than us.



So, this is us. Serene Doge is the King-level title for a republic. Oh, by the way, to get this out of the way: I will probably be using "merchant republic" and "republic" interchangeably, but there's a difference between the two. Republics are republican governments with no access to the sea, while merchant republics have access to the sea and thus trading posts and all fun mechanics associated with them.

Serene Doge Domenico Contarini here is in a pretty cushy spot. He starts with a long reign bonus, several kids, a couple grandkids, a nice chunk of change, some monthly income, and his stats and traits this go-round are pretty great.



This is the oldest son, Iacopo, our heir. Republic succession is a little hairy and I'll get into it in a little bit, but for now what matters is that Iacopo is the oldest dynasty member besides us, so he's our heir. He's unmarried, which we'll have to fix, but he has two sons, which is a good start. He's got some nice Stewardship but the rest of his stats range from okay to abysmal.



Andrea here has a kick-rear end set of traits and is more well-balanced than his brother. He also is unmarried with a kid.



Carlo's not too shabby himself, and has a son and no wife. I suppose records of this period in Venice just didn't bother to count the wives.



Poor Ricciarda has just about the worst stats I've ever seen on someone without one of the inbreeding or idiocy traits. I'll be trying to marry her off to someone I hate to set up a ticking genetic time bomb.



Right, so, priority one: pick ambition. I choose to amass wealth, because we're a goddamned republic.



Next: look through all of Christendom (the character search option) for the eligible wife with the highest stewardship. This is a personal preference; a lot of people use wives to shore up weaknesses in their husbands, but I prefer to just crank up stewardship to increase my demesne and money.

A lusty, lazy, content wife with 19 stewardship's about as good as I can ask for at the start of the game.



Since she's not from a Great House, I don't even have to bribe anyone's opinions up to marry her.



Next: find similar economic genius to marry to heir. Our bachelorette, soon to be daughter-in-law.



Our council. Pretty good overall, but the reason I bring them up is the presence of patricians. Each republic has five patrician families, including your character's. They're five dynasties that make up the ruling parliament of sorts, and the head of each family serves as their representation in government. Patricians will rapidly become your worst enemies, beating out any vassal you may have in terms of sheer frustration and opposition. The ideal endgame for a republic is to have the other four patrician families solidly under your bootheel and too terrified of you to start poo poo, but until you amass enough personal power you want to kiss their asses with unbridled zeal. If the other patricians all hate you, your life is going to become extremely difficult. Fun note: patricians have a -20 "Not on the Council" penalty if they aren't, well, on the council. If you have a patrician with miserable stats, this means either accepting they're probably not going to like you, or filling one of your seats with a moron.



A problem with any merchant republic that you don't create yourself and transfer into via save/load or cheats is that you're probably going to start the game with patricians entrenched into holdings. Here, the Morosinis control one of the cities in the county of Venezia.



Note just how much income that one city gives him. Patricians in direct control of cities will hoover up money at terrifying rates, which they will use to compete with you. One of your goals as a starting republic is to de-land your patricians as fast as possible, which is tricky because republic crown authority is capped pretty low, so you can't just go on a revokation spree and sacrifice one ruler's reputation forever.



This is the Republic screen, which you will probably be spending a lot of time looking at and fuming.

The succession of a ruler's titles in a republic works very differently from any other succession law in the game, except some forms of elective. Each of the five patrician families runs for election after the ruler dies, and the one with the most respect wins. Respect comes from a combination of prestige and a bonus from how old the candidate is. You can, however, spend some of your truckloads of cash to fix an election, artificially inflating your heir's respect by putting gold into the Campaign Fund. You can actually take money back out of this fund at any time, but when you die, you lose everything that's in it whether you win or not, so it's best to be very careful about taking money out.

The parts under each candidate are the Manors, which I will address in a bit, amount of trading posts owned / trading post maximum, and a link to each trading post in the republic, sorted by owning family.



This is the map mode that shows the presence of trading posts and the control of sea zones. Genoa is reddish, Pisa is yellowish, Venice is blue-green, and the dark blue up near Sweden is Gotland.



This is the Grand Mayor (Duke) of Gotland. He hates our guts because we're another republic, which is an automatic -75 Rival malus to opinion. The important bit to note is that he's ruled by a feudal liege, the King of Sweden, which can cause a lot of tension between the two. Feudal lords like republics because they're a fantastic source of tax income, but hate them because they're a different government type and they don't give their lords ALL of their fabulous riches. Gotland, in my experience, only lasts a few decades before one of their kings gets greedy and tries to revoke the title, relations become strained enough (usually because of tax hikes) to start a civil war, or Gotland tries to become independent and gets squished. They're an interesting start because of this balance of a feudal lord with zero competition in the region, but it'd be a little too different from the core gameplay for a tutorial.



Switching modes, we now view trade posts and trade zones by family. Venice has five trade posts at the moment, each controlled by a different family. The Contarinis (us) control the one in Venice, though, which is the most lucrative. Note that you can set up trade posts in provinces and countries you have no other relation to. This is extremely important for the expansion of republics.



In county view, two tabs are on the side of coastal provinces. The bottom one switches from general county view to Trade Post view, which shows the stats of the trade post present in the county, or the option to create one if there is none. Because Venezia's starting holdings are incredibly high value, this trading post is doing pretty well for itself even without any upgrades, giving us 12 gold a year on its own.



Hovering over the gold icon shows us bonuses and penalties to its current generation of income. The base value is 6 gold a year, Trade Zone bonus can be increased by upgrading trade posts and putting them near each other, and the connected to capital bonus is the reason you want to gently caress over other Patricians who keep breaking up your giant trading chain and ruining the capital bonus. :argh:. Trading posts increase the tax income of provinces they're in and provinces in their trade zone, which is why the AI tolerates their presence at all, considering certain...problems, trading posts can cause for them later down the line. Of course, these bonuses apply to provinces you hold too, meaning that the income of your stuff near the heart of a trading empire reaches pretty ridiculous levels.

So, the end goal of all of this is to make absurd amounts of money, but surely you'll be making more money than you can possibly spend?



Welcome to the biggest money sink for most of a Republic's game. Manors give fantastic bonuses to the head of their dynasty, and count as a magical source of troops not tied to any province on the map once you get the appropriate upgrades, but they cost more than many Catholic rulers will ever have at once, per upgrade.

:siren:Upgrading your manor is vital if you want to succeed long-term as a republic!!!:siren:

The upgrades are what let you get way more trade posts than your rival patricians, make retinues your chief military force, give a constant income bonus, give permanent stat bonuses to each ruler, and many, many other things. Upgrade it whenever you can without going broke.

Next time: We actually unpause!

Daeren fucked around with this message at 02:51 on Jul 14, 2013

Kersch
Aug 22, 2004
I like this internet
Does that 142.3 trade zone value do anything in and of itself, or is its only tangible effect the percentage bonus to city tax and trade zone income? Is it just the amount of gold that another ruler gets from razing it, maybe?

Daeren
Aug 18, 2009

YER MUSTACHE IS CROOKED

Kersch posted:

Does that 142.3 trade zone value do anything in and of itself, or is its only tangible effect the percentage bonus to city tax and trade zone income? Is it just the amount of gold that another ruler gets from razing it, maybe?

Off the top of my head, that is the total value of the holdings that make up the trade zone, and is what determines the income of the trade posts within.

Dwarf
Oct 21, 2010
Been playing as a republic lately, and I've got a question. When I wasn't Doge, the sitting Doge took over one of my trade ports, and now that I've usurped the bastard, I can't do the same. Is taking over a trade port of a rival family that's still part of your republic an AI-only decision, or can players do it too?

Grizzwold
Jan 27, 2012

Posters off the pork bow!
IIRC, you need to have fewer trade posts than the family you're taking them from. Since the AI is much worse than you are at building trade posts, this is almost guaranteed to never be the case.

Grizzwold fucked around with this message at 05:13 on Jul 14, 2013

CatsPajamas
Jul 4, 2013

I hated the new Stupid Newbie avatar so much that I bought a new one for this user. Congrats, Lowtax.
Wow, I'm really impressed a good number of people are lined up to participate in this thread. I'm really looking forward to seeing what everyone has to say about the game. It's always great to see informative LPs of Paradox games, because while I really like the idea of these games I find it can be very difficult to deal with the interfaces and lack of feedback.

Looking forward to seeing how distinct the different playstyles are!

GrossMurpel
Apr 8, 2011
I like that you're starting with the Republic tutorial, curious to see if I missed anything about them thus far.
Is it possible to seize trade posts from your own patricians if you're the Doge and have more posts than them? They completely cockblocked me from expanding my chain of trade zones to Constantinople.

fspades
Jun 3, 2013

by R. Guyovich
I have a suggestion for Daeren over something that causes me inordinate amount of distress: Can you turn off the mediterranean portraits? Please? They are hideous. :barf:

Gniwu
Dec 18, 2002

fspades posted:

I have a suggestion for Daeren over something that causes me inordinate amount of distress: Can you turn off the mediterranean portraits? Please? They are hideous. :barf:

Yeah, those screenshots reminded me again just how unacceptably poor quality that pack (which Paradox opted to sell for actual money) is.

There is a great mediterranean portrait modification that makes them much more human-like and tolerable. If you use it, the portrait pack actually enhances your experience, like it should.

It's a great addition in any situation, because it doesn't change actual gameplay at all. You just activate it on the mod screen, and voila!

Necroneocon
May 12, 2009

by Shine
This is the start of an amazing tutorial thread. Thank you. I hope it doesn't end up like the now dead Victoria 2 tutorial thread that explained nothing and was ill-advised at the start due to the premise.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Yep, Incidently very viable to maneuver things so you take every non church holding in venice itself. Screwing over the other 4 houses is a key thing to do.

Non Sequitur
Apr 22, 2007
A queasy undergraduate scratching his pimples

Daeren posted:




Poor Ricciarda has just about the worst stats I've ever seen on someone without one of the inbreeding or idiocy traits. I'll be trying to marry her off to someone I hate to set up a ticking genetic time bomb.


Nitpicking, but it doesn't work like this. Only the genetic bad traits (Imbecile, Hunchback, Ugly, etc) are inheritable. Her low base stats aren't. The only way her kids would end up with bad traits is if she ends up educating them or being their regent, but the AI is usually smart enough to avoid that.

Wyld Karde
Mar 18, 2013

She's so ~dreamy~
While there's no direct genetic code for simple bad stats, a newborn will have some stat bias from it's parents, iirc. So while Ricciarda isn't quite the ticking genetic bomb hoped for, it's likely her offspring will be relatively poor statwise.

forkis
Sep 15, 2011

While she might not be a genetic bomb, she's still an awful wife and will contribute next to nothing to her future husband's stats.

CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.
Catholicism, Part I: Introduction

I’m going to be showing off the “normal” way to play the game -- as a European Catholic ruler. As a hat-tip to Kersch’s excellent LP, I will be following in his footsteps and playing as the Ua Briains of Ireland. They’re actually ideal for a tutorial; you start off with a vassal and a de jure claim, so we can jump right into both aspects of the game. So let’s start off!



Here is beautiful Ireland, where we’ll be playing. I’m in Terrain Map mode, which nobody ever uses because it is terrible. I’ll be switching to Independent Realms in a moment and pretty much never moving from there unless I want some specific information, but first let’s see who we are and what we’ve got. I’ve started this game in September 1066, which will make sure England stays out of our business for the foreseeable future (they’re about to have some visitors).



This is me. It says I’m a King, but ignore that, I’m not. I’m a Petty King, a Duke with no liege. Stats-wise, I’m not terrible, but I’m certainly not great. I’m mediocre at diplomacy, fighting, and stewardship, and bad at intrigue and scholarship. Also, my education trait is Tough Soldier, the second (of four) martial trait. This makes me a pretty bad option to educate children. When kids turn 16 they get an education trait based off their mentors’, and I want diplomatic rulers.



Here’s my council. They are all pretty bad at their jobs. Ideally, you want your councillors to be in the high teens at least in their governing stat. Nobody’s there yet, but they’re each the best man in the realm for the job. Since my realm is currently two whole counties, that’s not surprising. I’ll get more talented people later, as I expand and start breeding some intelligent sorts.



The Independent Realms map at game start. I am Munster (it’s the name of my Duchy). As you can see, Ireland is fragmented; everybody else in the entire country only controls one county each. This is good. It’ll make it easier to conquer.



This is the De Jure Duchies map, and it’s important information. You want to keep to the de jure borders as much as possible (greedy-rear end vassals will generally make it impossible, but it’s the goal), and as you’re conquering, it’s crucial to know what each county belongs to. When we get to usurping and creating titles, you’ll see why. For now, notice that my de jure territory includes Desmond, the county directly to the south. We’ll be doing something with that information shortly, but first, I have two more pressing matters to take care of. Both I and my son are unmarried, and no I don’t know where the son came from in that case, also shut up.

In Crusader Kings II, you’re going to die. And that’s okay. You play as one person at a time, but what you’re really playing as is the dynasty. When your guy dies you immediately start playing as his heir; the only way to get a game over is to have no family member left alive to inherit your titles when you die. Right now I’ve got a son, so I’m set for one generation, but I’ll need my son to have kids, and also life is very fragile in these times. It’s best to have spares. So, we need to get married.

Here’s how you go bride-hunting in CK2: open up the People Finder and do a worldwide search for any unmarried women. You can sort them by rank, or opinion of you, or any particular attribute score you’re looking for. Women can’t hold council positions (with the exception of Spymaster, which you can appoint your wife or mother to), but they can educate children. I’m planning on having some children around for them to educate, and I want diplomats, so I order my search by Diplomacy.



Okay, so that’s the cream of the crop. There’s a few other factors I’m looking for here. First off, Muslim girls need to be taken out of the running immediately; they cannot marry infidels. In this case, none of the girls I’m looking at are Muslim. Luck of the draw; all too often you’ll see an amazing marriage prospect who won’t marry your infidel rear end.

Remember, kids get an education trait based on their mentors’, so I want a wife with a good education trait. The icon for diplomatic educations looks like a chess bishop, and the best one is Grey Eminence, which is the white bishop that has four stars under it. Hasti has a spying education (odd, because her intrigue score is terrible), so that knocks her out. Adelaide and Duena have three-star diplomatic educations, which isn’t necessarily a deal-breaker, but they’re both kinda old. I want a 16 year old, to maximize the amount of time she can get pregnant. They’re out. I also want to look at each prospective bride’s personality traits, because mentors influence their wards and will generally pass on their traits. When you’re playing yourself you can mouseover each trait to get a description of what it is and what it does, but for now take my word for it: Verkhoslava has really bad traits and I don’t want her teaching any kids, so she’s out. Ilsa’s traits are good enough, her diplomacy is high even if her other stats kinda suck, and hey, she’s Catholic. She’ll do.



Of course she’ll marry me. She’s lowborn and I’m awesome. Now, on to finding a bride for my son. This is a bit trickier; while all the previous considerations still apply, I’m also looking for something else - a hereditary trait. Hereditary traits are heart-shaped and come before the personality traits, and are unique in that they can be passed down to offspring. My son will be breeding my next heir, and I want a good one, so it’s time for Medieval Eugenics -- I want a wife for him who is either Quick (meaning smart, not fast; +3 to everything) or Genius (+5 to everything). And since I got my wife as a teacher, her education and personality traits aren’t as important.



There’s one! Cynegyth is Quick. Not ideal, but I actually checked the entire list and there just weren’t any geniuses. Sometimes that happens, it’s a fairly rare trait. Anyway, you. Marry my son.



I also need to pick an Ambition. Ambitions are self-explanatory; they’re what you want to achieve. Each character has one, and their ambitions influence how they behave to an extent.



I game the system a little bit, picking Get Married for the easy 10 piety. Even though I proposed marriage already, I’m not married yet -- it’ll take a few days for my proposal to reach the lieges of the two ladies in question, and then the lieges will decide if I can have their women or not. And by the way, in case you were paying attention: Yes, women in this game are basically property who are only good for marrying off and teaching children. Welcome to the Dark Ages.



Time to put my Council to work. I’ll be going to war soon, so more men is a good thing. A 30% boost in one county is huge when I’ve only got two counties in the first place. I sent him to Thormond, my capital.



Money is good. Get to Thormond.



Scheming! Scheming is very important. Basically, unless you’re trying to kill somebody, park your Spymaster in your capital city, set him to Scheme, and never ever move him. You’re going to want to be aware of all the plots people have in motion, especially as your realm increases and everyone’s trying to climb over and murder each other. Right now it won’t come up so much, just because we’ve got so few vassals and even less titles for them to feud about.



Each county has a bishop, and each bishop has an opinion of you and an opinion of the Pope. They pay their taxes to whichever one they like better. I send my court chaplain to Thormond too.



Ah, Fabricate Claims. Possibly the most important councilor job. We’ll get into this in detail next time, so for now I’ll bottom-line it by saying that I’m sending him to a place I’ll wait to invade later on.



Leinster is a good next target. Okay, all set. Time to unpause the game and let time start moving. One week later, brides start arriving.




When a royal wedding occurs, you get a dialog box offering you a choice: you can collect a Royal Aid Duty to help pay for the wedding (they don’t actually cost anything) and get some gold, or don’t do that and get some prestige because you’re rich enough to pay for your own poo poo. The amount of money you stand to gain depends on your vassals. Right now, I can get a whopping 8.24 gold. gently caress that. I want the prestige, especially since I’m taking a prestige hit for marrying a commoner.



Hooray! Time for a new ambition. This time I’m going to pick an ambition to improve one of my stats. These are only available for stats you have less than an 8 in, and they unlock random events that will increase the stat you chose and possibly give you cool traits.



Having a low intrigue in this game is potentially deadly. I’m going to work on that.

Next time: WAR!

CapnAndy fucked around with this message at 20:39 on Jul 17, 2013

ChrisAsmadi
Apr 19, 2007
:D
Huh, I just have my Spymaster sit in either Paris or Constantinople and tech steal all day long.

JT Jag
Aug 30, 2009

#1 Jaguars Sunk Cost Fallacy-Haver
When I do a Ua Briain game, I tend to try and nick Ormond from the vassal who controls it before I invade Desmond. He tends to have a low opinion of Murchad, largely because I think he's hardcoded to have the Ambitious trait, and without the fullness of that county's troops at your disposal the invasion of Desmond can be tricky.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

ChrisAsmadi posted:

Huh, I just have my Spymaster sit in either Paris or Constantinople and tech steal all day long.

With the new technology system that is highly advisable, especially for a relatively primitive place like Ireland.

1stGear
Jan 16, 2010

Here's to the new us.
Yeah, especially when your realm is so small there's not going to be any scheming other than "Unimportant Jackass A Wants to Murder Unimportant Jackass B", you may as well just send them to one of the major cities to steal tech.

CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.

JT Jag posted:

When I do a Ua Briain game, I tend to try and nick Ormond from the vassal who controls it before I invade Desmond. He tends to have a low opinion of Murchad, largely because I think he's hardcoded to have the Ambitious trait, and without the fullness of that county's troops at your disposal the invasion of Desmond can be tricky.
County vs. county, Ormond is a pretty even fight, which makes going at him first a hard slog in my experience. I like to take Desmond and then use Desmond's troops to enable stealing Ormond.

And as for the Spymaster, I am teaching the newbies good habits, okay :colbert:

OddObserver
Apr 3, 2009
Did the game stop making your kids pick up culture of their mentor? Since otherwise you may end up with an out-of-culture heir, which is pretty painful
(since they don't get along with anyone).

grancheater
May 1, 2013

Wine'em, dine'em, 69'em
You can also get a game over by accidentally becoming a theocracy or non-merchant republic, though those two are pretty hard to manage; or (I believe) becoming either muslim, pagan or a merchant republic without the appropriate DLC.

OddObserver posted:

Did the game stop making your kids pick up culture of their mentor? Since otherwise you may end up with an out-of-culture heir, which is pretty painful
(since they don't get along with anyone).

The earlier you switch culture, the earlier you can make greek Ireland :getin:

JT Jag
Aug 30, 2009

#1 Jaguars Sunk Cost Fallacy-Haver
Unofficial spymaster rules: Do you have green reputation with all landed vassals? If so, you're probably in the clear to steal tech. Is there anyone baron-level or higher who hates your guts? Stick to scheming.

Even this isn't hard and fast though, because even if your vassals like you they may not like your family or your favored courtiers or whatnot.

CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.

OddObserver posted:

Did the game stop making your kids pick up culture of their mentor? Since otherwise you may end up with an out-of-culture heir, which is pretty painful
(since they don't get along with anyone).
Goddamn, I didn't think anyone would pick up on that until when I actually put my heir with his grandmother.

I'm intentionally making some rookie mistakes throughout the LP, just to demonstrate them. That's one of 'em.

ChrisAsmadi
Apr 19, 2007
:D

JT Jag posted:

Unofficial spymaster rules: Do you have green reputation with all landed vassals? If so, you're probably in the clear to steal tech. Is there anyone baron-level or higher who hates your guts? Stick to scheming.

Even this isn't hard and fast though, because even if your vassals like you they may not like your family or your favored courtiers or whatnot.

In my current game (Old Gods start, Magyars. At this point I'm King of Hungary/Bohemia/Bavaria, half of Croatia and I hold the King of Serbia title because you can't give the Pope king level titles so I was stuck with it), I've found it easier just to crush anyone who tries to revolt, but that might just be a consequence of the fact that with that start, your realm's made from scratch, so all your vassals are single duchy relatives or single duchy bishops.

The Magyars are an interesting start, actually.

OddObserver posted:

Did the game stop making your kids pick up culture of their mentor? Since otherwise you may end up with an out-of-culture heir, which is pretty painful
(since they don't get along with anyone).

The worst part about that is it makes your culture specific buildings magically disappear from your demense.

AardvarkGrenadier
Mar 29, 2010
Oh hey cool, I love these Paradox tutorial LPs. I read some of Kersch's LP a while back to first learn the game, but with all the changes, I could use something new to help me out. This game is really fun, but there is just so much stuff, it helps to have a guide to tell you what everything does.

Also, the merchant republics look pretty fun, if a bit difficult. I do enjoy making oodles of money in Paradox games, and I might try my hand at playing along with the LP. Looking forward to see how you manage to expand from one tiny little island, and how you manipulate the election system.

JT Jag
Aug 30, 2009

#1 Jaguars Sunk Cost Fallacy-Haver

ChrisAsmadi posted:

In my current game (Old Gods start, Magyars. At this point I'm King of Hungary/Bohemia/Bavaria, half of Croatia and I hold the King of Serbia title because you can't give the Pope king level titles so I was stuck with it), I've found it easier just to crush anyone who tries to revolt, but that might just be a consequence of the fact that with that start, your realm's made from scratch, so all your vassals are single duchy relatives or single duchy bishops.
Oh, no, you don't scheme when people dislike you to stop revolts. You scheme to keep people from straight up murdering you, your family and your council.

Kersch
Aug 22, 2004
I like this internet
I guess it should be said, CK2 and most of its DLCs are on a steam flash sale right now for 75% off.

Conskill
May 7, 2007

I got an 'F' in Geometry.
Predictably, if a bit disappointing, The Old Gods does not fall under the heading of "most."

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Most important thing is make sure your council is green on relations or they will SABOTAGE their own positions... more green is better but any green will do.

Knuc U Kinte
Aug 17, 2004

I never found claim fabrication to be super useful once I got familiar with the marriage and inheritance mechanics. It's even less useful now that you need 51% control to press a dejure ducal claim and a sure fire way to suck the fun out of a newbies foray into the game.

Flesnolk
Apr 11, 2012
Not to mention it takes for ever for even a good chancellor to do it. I know it's percentage-based but it seems like you'd be lucky to get more than one or two claims your ruler's whole life working that way.

NihilCredo
Jun 6, 2011

iram omni possibili modo preme:
plus una illa te diffamabit, quam multæ virtutes commendabunt

Yeah but unless your relationship with your liege is dangerously low (and you're not about to revolt/plot), fabricating claims is still usually the best job for your chancellor.

Knuc U Kinte
Aug 17, 2004

NihilCredo posted:

Yeah but unless your relationship with your liege is dangerously low (and you're not about to revolt/plot), fabricating claims is still usually the best job for your chancellor.

When you start out, sure, but before long the diminishing worth of maybe getting one measly county is outweighed by the need to keep your vassals happy.

Kodo
Jul 20, 2003

THIS IS HOW YOUR CANDIDATE EATS CINNAMON ROLLS, KODO

NihilCredo posted:

Yeah but unless your relationship with your liege is dangerously low (and you're not about to revolt/plot), fabricating claims is still usually the best job for your chancellor.

That said, if you have a de jure claim on a county but are in a truce with that count's liege, sowing dissent on that county may lead to an independence revolt and you can press claims then. Not a surefire way if said count/duke loses his war, but could go faster than fabricating claims.

marktheando
Nov 4, 2006

In my Abyssinia game my chancellor was pretty much on 'improve relations' duty constantly, moving between Cairo (to stop them invading me) and Constantinople (so they will answer my call to arms) all the time. He had no time to fabricate claims.

But yes if your realm isn't in much danger of being crushed by internal or external enemies (ie if you are playing in the British isles) then it's probably best to have the chancellor fabricate claims all the time.

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

Yeah, Improve Relations can be insanely useful, even to the point of being the only thing keeping you in the game, but I'm sure we'll see that with some of the other mini-LPs like the Zoroastrian one.

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McGavin
Sep 18, 2012

ChrisAsmadi posted:

Huh, I just have my Spymaster sit in either Paris or Constantinople and tech steal all day long.

In the Old Gods start the best places to steal tech are either Syracuse in Sicily or Dorylaion in the Byzantine Empire, at least until Alexandria gets its poo poo together.

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