Challenges with starting a kingdom in 1.5.6

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Ragemaster9999

Sergeant
Playing on 1.5.6 beta first kingdom attempt in a long time. Got my clan to tier 4 as vlandian vassale decided to go it alone and wait for rebel town to defect. Attacked a rebel town in battania land aaaand BOOM kingdom founded. Sweet time to recruit some lords. Oh wait. Their asking for a very large offer. My 30k warchest isn't even giving me 2 percent of the offer trade bar. What do I do now?

I ran around for 30 days trying to find people to join my cause but they all want some serious cash i cannot provide. Im guessing I can't offer a fief as an enticement without the final trade perk? I managed to take the castle next to car banseth so i have an extra fief now to hand out... but I would need that perk right ?

Any suggestions? Also are mercs supposed to cost money because I hired the lake rats and their literally the only thing keeping me alive against battania right now. They don't seem to be costing me any money daily though is that normal?

Are there even any real benefits to kingdom ownership over a vassal gameplay wise ? Fighting outnumbered outgunned and no clans to back me up is a rough time pals. :sad:
 
Im guessing I can't offer a fief as an enticement without the final trade perk? I managed to take the castle next to car banseth so i have an extra fief now to hand out... but I would need that perk right ?
I heard you can give them out in 1.5.6, but I haven't done it so can't say for sure.

Also are mercs supposed to cost money because I hired the lake rats and their literally the only thing keeping me alive against battania right now. They don't seem to be costing me any money daily though is that normal?
I think you pay them per influence they gain and they negotiated the price when you recruited them. Not sure maybe it changed.

Are there even any real benefits to kingdom ownership over a vassal gameplay wise ?
Not really, it more just a RP thing. You can choose so policies and have slight more say on voting. But vassals (when you have enough) will eventually start to out vote you and make to many wars, just like being a vassal. Choosing where you start can be an advantage though.

I think staying an independent clan is more fun. Especially now that you can attack rebels and take their fiefs. What I did was join a faction just to level leadership by leading armies and then turn on them once I had it to 175. Leadership is really good now, too bad you must lead armies to raise it.
 
1. How did ya get your clan to T4 having only 30.000 gold?
2. I suggest hiring 3 mercenries (that is max) when creating a kingdom - put them all togeher and you can have a 1000 man army - enough to roll over most oponents till you get peace offers from them.
3. Recruit lords with no fiefs first - they are cheaper.
 
1. How did ya get your clan to T4 having only 30.000 gold?
2. I suggest hiring 3 mercenries (that is max) when creating a kingdom - put them all togeher and you can have a 1000 man army - enough to roll over most oponents till you get peace offers from them.
3. Recruit lords with no fiefs first - they are cheaper.
You mean mercenaries parties, not those in towns?
 
1. How did ya get your clan to T4 having only 30.000 gold?
2. I suggest hiring 3 mercenries (that is max) when creating a kingdom - put them all togeher and you can have a 1000 man army - enough to roll over most oponents till you get peace offers from them.
3. Recruit lords with no fiefs first - they are cheaper.

I have a net drain of 600 per day even with owning a town and 4 workshops. Garrison and party wages is ridiculously expensive. Also I havnt been using the smiting exploit all of that money is mostly from battle loot.

How long will the mercenary stay with me? Will they break contract randomly during a siege and leave me hanging?
 
Yes - I mean mercenary factions - each has 4 parties, soits like having extra 12 lords in your kingdom.

Unfortunatelly they can break contract at any time - but if they are in your army, you can meet their leader again and renew contract immediatelly.

Yes - wages are expensive, that is why its good to have 1 main town with propper garrison and some towns / castles that are not manned propperly but are used mostly for income.
 
Playing on 1.5.6 beta first kingdom attempt in a long time. Got my clan to tier 4 as vlandian vassale decided to go it alone and wait for rebel town to defect. Attacked a rebel town in battania land aaaand BOOM kingdom founded. Sweet time to recruit some lords. Oh wait. Their asking for a very large offer. My 30k warchest isn't even giving me 2 percent of the offer trade bar. What do I do now?

I ran around for 30 days trying to find people to join my cause but they all want some serious cash i cannot provide. Im guessing I can't offer a fief as an enticement without the final trade perk? I managed to take the castle next to car banseth so i have an extra fief now to hand out... but I would need that perk right ?

Any suggestions? Also are mercs supposed to cost money because I hired the lake rats and their literally the only thing keeping me alive against battania right now. They don't seem to be costing me any money daily though is that normal?

Are there even any real benefits to kingdom ownership over a vassal gameplay wise ? Fighting outnumbered outgunned and no clans to back me up is a rough time pals. :sad:
I started a kingdom with something like 3M war chest...? Maybe 1m, but im pretty sure about 3M. And let me tell you, even that was extremely difficult. I was only able to bring about 1 clan or so. Finally, about 1200 days later, i am up to 7 or 8 clans. Really takes time and effort and planning. In hindsight, I did a lot of bad moves that made expanding my kingdom difficult. I tink there are better ways to do it (i went merchant route, so setup all workshops plus about 5-6 companion carravns, ~tier 5 till I made my kingdom. Then stayed tier 5 for the majority until started taking more territory...........

Money is crucial for your war effort, and in additon, bringin clans. But giving fiefs works too.
 
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