Ressources
There are four important resources which are necessary for most actions in the game: Modèle:Icon/g gold, Modèle:Icon/p prestige, Modèle:Icon/p piety and Modèle:Icon/r renown. Each resource can be spent on different things and all of them can be spent or gained through events.
Gold
Gold is a measure of a character's liquid wealth reserves. Most rulers start the game with gold equal to 18 months of income. When a ruler dies or abdicates, all of their gold is passed onto their primary heir regardless of succession law.
Treasury
Modèle:Expansion Modèle:Icon/t Treasury is a second storage for Modèle:Icon/g Gold for Rulers with Modèle:Icon/g Administrative, Modèle:Icon/c Celestial, Modèle:Icon/m Meritocratic or Modèle:Icon/m Meritocratic Khanate governments. 95% of income obtained from vassals will be added to the Modèle:Icon/t Treasury instead of Modèle:Icon/g Gold. Gold can be manually converted to Treasury. Every 10 Gold transferred gives +1 Modèle:Icon/s Stress if the character has the Modèle:Icon/g Greedy trait and -1 Modèle:Icon/s Stress if the character has the Modèle:Icon/g Generous trait. Treasury can be converted to Gold via the Siphon Treasury scheme and is also converted to Gold if the character changes government.
The Treasury can be spent on barony constructions, provincial men-at-arms, a few activities, salaries, great project contributions, and royal court expenses. Gold still has to be spent for estate constructions, personal men-at-arms, most activities, and schemes.
The top liege of a government that uses Treasury can use the Laws tab to allocate percentages of the Treasury income back to vassals as Gold. The amount of Gold each vassal receives depends on their primary title rank and Modèle:Icon/m Merit if their government uses it. Changing the allocated percentages costs 200 Modèle:Icon/p Prestige and 500 Modèle:Icon/i Influence and will give between -100 and +30 Modèle:Icon/o Opinion for 5 years depending on how much the spending has been changed. If the realm gains new vassals they will receive Gold too but existing vassals will not have it reduced, requiring a greater expenditure of Treasury until the percentages are reallocated again. For Modèle:Icon/c Celestial governments the councilor salary is also decided here.
If a vassal has a Treasury debt and its liege has a government that also uses Treasury and has a sufficient amount to cover the debt, the liege will be able to use the Debt Relief interaction on the vassal. The interaction will pay the vassal's debt from the liege's Treasury and the liege will gain 100 Modèle:Icon/i Influence and a Modèle:Icon/s Strong Hook on the vassal for 20 years. A player can request Treasury debt relief from their liege.Minister of Revenue councilors can also use the interaction.
Debt
Modèle:Icon/d Debt occurs when a character has negative Modèle:Icon/g gold or Modèle:Icon/t treasury and the penalties stack if the character has a debt of both resources. During Modèle:Icon/d debt, characters cannot declare war, their counties can always acquire corruption, their men-at-arms cannot reinforce, and they can experience various negative events. In addition, debt grants increasingly negative modifiers depending on how many years of income will be necessary to pay the entire the debt.
| Modèle:Icon/t Years in debt | Modèle:Icon/l Levy size and reinforcement rate | Modèle:Icon/d Development growth | Modèle:Icon/o Vassal and popular opinion | Modèle:Icon/o Courtier opinion | Modèle:Icon/a Advantage | Modèle:Icon/y Join faction acceptance | Modèle:Icon/k Herd gain | Modèle:Icon/c Can be Conqueror (no effect on AI) |
|---|---|---|---|---|---|---|---|---|
| 0 | −10% | −10% | −5 | −10 | −5 | +10 | −10% | Modèle:Icon/y |
| 1 | −20% | −20% | −10 | −15 | −10 | +20 | −20% | Modèle:Icon/y |
| 2 | −30% | −30% | −15 | −20 | −15 | +30 | −30% | Modèle:Icon/y |
| 3 | −40% | −40% | −20 | −25 | −20 | +40 | −40% | Modèle:Icon/y |
| 4 | −50% | −50% | −25 | −30 | −25 | +50 | −50% | Modèle:Icon/y |
| 5 | −60% | −60% | −30 | −40 | −30 | +60 | −60% | Modèle:Icon/y |
| 10 | −70% | −70% | −40 | −50 | −40 | +70 | −70% | Modèle:Icon/n |
| 25 | −80% | −80% | −50 | −75 | −50 | +80 | −80% | Modèle:Icon/n |
| 50 | −90% | −90% | −75 | −100 | −75 | +90 | −90% | Modèle:Icon/n |
| 100 | −95% | −95% | −100 | −120 | −100 | +95 | −95% | Modèle:Icon/n |
Prestige
Modèle:Icon/p Prestige represents the amount of political capital, social influence and goodwill a character is able make use of at any given time. Holding titles, especially of higher rank, as well as the Modèle:Icon/d diplomacy skill are the main continuous sources of prestige, but many events can generate it on occasion as well. Prestige can be spent on most secular matters of realm of management, such as vassal interactions, decisions and declarations of non-holy war. For Modèle:Icon/t Tribal and Modèle:Icon/w Wanua rulers, Prestige is also used for men-at-arms payment and upkeep, as well as constructing tribe buildings.
Each time a character gains prestige, they gain the same amount of fame; battles fought in secular wars, as well as winning certain wars as war leader, will also net fame, while losing certain wars as war leader will lose fame. As fame accrues, it will increase progress towards the character's next level of fame, which grants various benefits, such as enabling decisions or certain types of casus belli. Fame also affects the amount of taxes and levies received from Modèle:Icon/t Tribal and Modèle:Icon/w Wanua vassals. Since fame is meant to merely accumulate, not be spent, it rarely decreases, but particularly dishonorable acts can cost levels of fame. A character who lacks the prestige to declare a secular war can also opt to spend fame, at an inflated price. Fame is particularly important for adventurers, as it determines who will offer them contracts.
Notably, "A Life of Glory" perk from the Diplomacy Lifestyle, doubles the effects of Secular Opinion and Knights (including the penalties).
Level of fame
| Level of Fame | Modèle:Icon/o Secular opinion | Modèle:Nowrap | Modèle:Icon/g Tribal vassal tax | Modèle:Icon/l Tribal vassal levies | Fichier:Conquest cb.png Max conquest CB rank | Modèle:Icon/d Adopt Feudal / Clan Ways | Modèle:Icon/d Highest custom title | Modèle:Icon/f Fame | Modèle:Icon/r Max contractor rank | Modèle:Icon/k Herd Capacity |
|---|---|---|---|---|---|---|---|---|---|---|
| Fichier:Icon prestige 00.png Disgraced | −10 from Feudal/Sōryō −10 from Tribal/Wanua |
−1 | 0% | 0% | Modèle:Icon/n None | Modèle:Icon/n | Modèle:Icon/d Duchy | 0 | Modèle:Icon/c Count | −10% |
| Fichier:Icon prestige 01.png Established | 0 | 0 | 8% | 15% | Modèle:Icon/c County | Modèle:Icon/n | Modèle:Icon/d Duchy | 1000 | Modèle:Icon/c Count | +10% |
| Fichier:Icon prestige 02.png Distinguished | +5 from Feudal/Sōryō +3 from Tribal/Wanua |
+1 | 16% | 30% | Modèle:Icon/c County | Modèle:Icon/y | Modèle:Icon/d Duchy | 2000 | Modèle:Icon/c Count | +20% |
| Fichier:Icon prestige 03.png Illustrious | +10 from Feudal/Sōryō +5 from Tribal/Wanua |
+2 | 24% | 45% | Modèle:Icon/d Duchy | Modèle:Icon/y | Modèle:Icon/k Kingdom | 5000 | Modèle:Icon/d Duke | +30% |
| Fichier:Icon prestige 04.png Exalted among Men | +20 from Feudal/Sōryō +10 from Tribal/Wanua |
+3 | 32% | 60% | Modèle:Icon/k Kingdom | Modèle:Icon/y | Modèle:Icon/e Empire | 10000 | Modèle:Icon/k King | +40% |
| Fichier:Icon prestige 05.png The Living Legend | +30 from Feudal/Sōryō +20 from Tribal/Wanua |
+4 | 40% | 75% | Modèle:Icon/k Kingdom | Modèle:Icon/y | Modèle:Icon/e Empire | 25000 | Modèle:Icon/e Emperor | +50% |
Piety
Modèle:Icon/p Piety is a measure of how virtuous a character is in the eye of others of their religion. It is gained primarily from religious relations, the character's Modèle:Icon/l learning skill, and traits that its faith considers virtuous. Piety is spent when interacting with the church and declaring holy wars. The icon displayed for representing piety depends on the character's religion.
Level of devotion
Each time a character gains piety, they will also gain Modèle:Icon/d devotionModèle:AnchorModèle:Anchor, which gives progress towards their next level of devotion. Like the levels of fame above, each level of devotion grants various benefits. A character will lose a level of devotion if they are caught doing something their faith doctrines consider shunned. A character can pay a piety cost with devotion if they don't have enough piety. Generated characters and those at the game start begin with the Modèle:Icon/d Dutiful level.
The last three levels of devotion are only available to rulers with Modèle:Icon/m Mandala government if their predecessor reached the previous level of devotion and died in an acceptable manner. Characters with the Fichier:Family attribute humility small.png Humility noble family attribute at the highest level can also reach the Divine level of devotion. Rulers with Modèle:Icon/m Mandala government also inherit the level of devotion held by their predecessor.
Monthly piety
The table below shows available sources of monthly piety. Note that these are value gains; for percentage effects, see the table on factors.
| Source | Modèle:Icon/p Monthly piety | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| Fichier:Learning theology focus.png Theology Focus | +1.0 | ||||||||
| Is Head of Faith | +1.0 | ||||||||
| Has a Virtuous Trait | +1.0 (per Trait) | ||||||||
| Burial Site Duchy Building | +1.0 (per Building Level) | ||||||||
| Modèle:Icon/h Humble Trait | +0.5 | ||||||||
| Modèle:Icon/l Learning Skill |
+0.1 (per Level) | ||||||||
| Modèle:Icon/r Religious Relations Council Task | +0.05 (per Learning Skill Level) | ||||||||
| Has a Sinful Trait | −1.0 (per Trait) | ||||||||
| Modèle:Icon/r Reincarnation trait |
{{#lst:Traits|ReincarnationPietyGain}} | ||||||||
| Modèle:Icon/c Celibate trait |
{{#lst:Traits|CelibatePietyGain}} | ||||||||
| Modèle:Icon/d Devoted trait |
{{#lst:Traits|DevotedPietyGain}} | ||||||||
| Modèle:Icon/s Saint trait (unobtainable) |
{{#lst:Traits|SaintPietyGain}} | ||||||||
| Modèle:Icon/c Is court chaplain | Dependent on liege's rank:
| ||||||||
| Grand Cathedral |
{{#lst:Special buildings|GrandCathedralPietyGain}} | ||||||||
| Grand Mosque |
{{#lst:Special buildings|GrandMosquePietyGain}} | ||||||||
|
{{#lst:Special buildings|GrandTemplePietyGain}} | |||||||||
| Mahabodhi Temple |
{{#lst:Special buildings|MahabodhiTemplePietyGain}} | ||||||||
| Imam Ali Mosque |
{{#lst:Special buildings|ImamAliMosquePietyGain}} | ||||||||
| Great Mosque of Mecca |
{{#lst:Special buildings|GreatMosqueOfMeccaPietyGain}} | ||||||||
| Great Mosque of Cordoba |
{{#lst:Special buildings|GreatMosqueOfCordobaPietyGain}} | ||||||||
| Great Mosque of Djenne |
{{#lst:Special buildings|GreatMosqueOfDjennePietyGain}} | ||||||||
| Great Mosque of Samarra |
{{#lst:Special buildings|GreatMosqueOfSamarraPietyGain}} | ||||||||
| Canterbury Cathedral |
| ||||||||
| Prophetic Mosque |
{{#lst:Special buildings|PropheticMosquePietyGain}} | ||||||||
| Notre Dame |
{{#lst:Special buildings|NotreDamePietyGain}} | ||||||||
| Brihadeeswarar Temple |
{{#lst:Special buildings|BrihadeeswararTemplePietyGain}} | ||||||||
| Shwedagon Pagoda |
{{#lst:Special buildings|ShwedagonPagodaPietyGain}} | ||||||||
| Hagia Sophia |
{{#lst:Special buildings|HagiaSophiaPietyGain}} | ||||||||
| Hall of Heroes |
{{#lst:Special buildings|HallOfHeroesPietyGain}} | ||||||||
| Monasteries |
{{#lst:Barony|MonasteriesPietyGain}} | ||||||||
| Ritual Hospitality tenet |
{{#lst:Tenet|RitualHospitalityPietyGain}} | ||||||||
| Braslau holy site |
{{#lst:Holy sites|BraslauPietyGain}} | ||||||||
| Modèle:Icon/m Polygamous marriage doctrine |
{{#lst:Dynasty|MissingSpousePietyLoss}} | ||||||||
| Modèle:Icon/m Prophetic Visions modifier (Modèle:Icon/p Possessed trait) |
{{#lst:Modifiers|PropheticVisionsPietyGain}} | ||||||||
| Modèle:Icon/l Steward of the Sacred River modifier (Modèle:Icon/d Take Stewardship of the Sacred River decision) |
{{#lst:Modifiers|StewardOfTheSacredRiverPietyGain}} | ||||||||
| Cologne Cathedral |
{{#lst:Special buildings|CologneCathedralPietyGain}} | ||||||||
| Modèle:Icon/l Halq modifier (Modèle:Icon/h Undertake the Hajj) |
{{#lst:Modifiers|HalqPietyGain}} | ||||||||
| Various events | Varies |
Factors affecting monthly piety
The following table shows factors affecting the gain of monthly piety as a percentage effect. For value additions to monthly piety, see the table above
| Source | Modèle:Icon/p Monthly piety |
|---|---|
| Modèle:Icon/p Pilgrim Trait (Level 2 | Level 1 | Level 0) | +25% | +15% | +5% |
| Court position "High Almoner" | +20% |
| Modèle:Icon/t Theologian Trait | +20% |
| Dynasty Legacy "Erudition" (Level 2) | +10% |
| Perk "Prophet" (Theologian) | +2% (per Knight) |
| Modèle:Icon/e Excommunicated Trait | −50% |
| Cologne Cathedral | CologneCathedralPietyGainPct}} |
| Buddhas of Bamiyan | BuddhasOfBamiyanPietyGainPct}} |
| Ananda Temple | AnandaTemplePietyGainPct}} |
| Temple City | TempleCityPietyGainPct}} |
| The Third Temple / Dome of the Rock | ThirdTempleDomeOfTheRockPietyGainPct}} |
| Reconquista innovation | ReconquistaPietyGainPct}} |
| Divine Right innovation | DivineRightPietyGainPct}} |
| Ordained Rulership (second tier of Modèle:Icon/e Erudition legacy) | Erudition2PietyGainPct}} |
| Prophet perk (Theologian tree) | ProphetPietyGainPct}} |
| Defender of Faith perk (Theologian tree) | DefenderOfFaithPietyGainPct}} |
| Sculptor's Workshop Investment modifier (A Word of Advice event) |
|
| Great Sculptor's Workshop Investment modifier (A Word of Advice event) |
|
| Earthly Focus modifier (Scholarship lifestyle event) |
|
| Clerical Guidance modifier (Commision Epic decision) |
|
| Related to Wisdom modifier (Sell Minor Titles decision) |
|
| Excommunication Recently Lifted | |
| Crusading House modifier (house beneficiary won crusade) |
|
| House of the Mujahid modifier (house beneficiary won jihad) |
|
| Holy Warriors modifier (house beneficiary won great holy war) |
|
| Saoshyant Resurgent modifier (Become the Saoshyant decision) |
|
| Devotee of Hayagriva modifier (Determine Bhakti decision) |
|
| Jerusalem holy site | JerusalemPietyGainPct}} |
| Dwin holy site | DwinPietyGainPct}} |
| Armagh holy site | ArmaghPietyGainPct}} |
| Mecca holy site | MeccaPietyGainPct}} |
| Lalish holy site | LalishPietyGainPct}} |
| Ayodhya holy site | AyodhyaPietyGainPct}} |
| Palitana holy site | PalitanaPietyGainPct}} |
| Maowün holy site | MaowunPietyGainPct}} |
| Rebgong holy site | RebgongPietyGainPct}} |
| Takht-e Soleyman holy site | TakhtESoleymanPietyGainPct}} |
| Uppsala holy site | UppsalaPietyGainPct}} |
| Raivola holy site | RaivolaPietyGainPct}} |
| Kyiv holy site | KievPietyGainPct}} |
| Olvia holy site | OlviaPietyGainPct}} |
| Kabul holy site | KabulPietyGainPct}} |
| Multan holy site | MultanPietyGainPct}} |
| Lhasa holy site | LhasaPietyGainPct}} |
| Kukiya holy site | KukiyaPietyGainPct}} |
| Ife holy site | IfePietyGainPct}} |
| Harar holy site | HararPietyGainPct}} |
| Cynical trait | CynicalPietyLossPct}} |
| Zealous trait | ZealousPietyGainPct}} |
| Stuffed Corpse modifier (Mental break event) |
|
| Church and State perk (Theologian tree) |
ChurchAndStatePietyGainPct}} |
| Modèle:Icon/l Divine Protection modifier (Modèle:Icon/p Go on a Pilgrimage) |
DivineProtectionPietyGainPct}} |
| Modèle:Icon/l Dedicated Pilgrim modifier (Modèle:Icon/p Go on a Pilgrimage) |
DedicatedPilgrimPietyGainPct}} |
| Modèle:Icon/p Determined Pilgrim modifier (Modèle:Icon/p Go on a Pilgrimage) |
DeterminedPilgrimPietyGainPct}} |
Influence
Modèle:Expansion Modèle:Icon/i Influence is a resource available only to characters with Modèle:Icon/g Administrative, Modèle:Icon/c Celestial, Modèle:Icon/m Meritocratic, Modèle:Icon/m Meritocratic Khanate or Modèle:Icon/r Ritsuryō government and represents their political reach and authority. It is gained primarily by being a governor, being part of the council, upgrading an estate or being allied to the house head of a noble family, particularly the top liege. Influence is used for interactions between rulers with governments that use the resource.
Level of Influence
Each time a character gains Influence they also progress towards their next level of influence, which determines their initial political scheme success chance.
| Level of Influence | Modèle:Icon/s Initial Political Scheme Success Chance | Modèle:Icon/m Personal Movement Power | Can change succession law | Modèle:Icon/i Influence |
|---|---|---|---|---|
| Fichier:Icon influence 00.png Impotent | Modèle:Icon/n | 0 | ||
| Fichier:Icon influence 01.png Influential | +5 | Modèle:Icon/n | 1000 | |
| Fichier:Icon influence 02.png Persuasive | +5% | +10 | Modèle:Icon/n | 2000 |
| Fichier:Icon influence 03.png Controlling | +10% | +15 | Modèle:Icon/n | 4000 |
| Fichier:Icon influence 04.png Authoritative | +15% | +20 | Modèle:Icon/y | 8000 |
| Fichier:Icon influence 05.png Imperious | +20% | +25 | Modèle:Icon/y | 16000 |
Provisions
Modèle:Expansion Modèle:Icon/p Provisions is a resource available only to adventurers and is spent when moving the camp. How many are expended depends on the size of the men-at-arms, the terrain on the route, and what officers are hired, and they can also be lost as a result of travel danger events. They are primarily obtained as contract rewards, hunts, visiting holdings, or the Modèle:Icon/dGather Provisions decision.
Each adventurer can initially store up to 2500 Modèle:Icon/p provisions, but the capacity can be increased by certain camp buildings and upgrades. If an adventurer receives provisions above the limit they will instead receive 1 Modèle:Icon/g gold per 20 Modèle:Icon/p provisions.
If provisions become too low while traveling the following events may take place. If Modèle:Icon/p provisions goes down to 0, the adventurer will be offered the option to stop in the current barony and avoid the worst events.
| Modèle:Icon/p Provisions | Possible events |
|---|---|
| 500-67 |
|
| 66-34 |
|
| 33-1 | All events give 80 Modèle:Icon/s stress and -15 Modèle:Icon/o opinion with every follower
|
| 0 | All events give 100 Modèle:Icon/s stress, -25 Modèle:Icon/o opinion with every follower, -50% regiment soldiers, and the character gets one of the following:
|
Herd
Modèle:Expansion Modèle:Icon/h Herd is a resource available only to characters with Modèle:Icon/n Nomadic government and represents their flock of animals. It is used as a currency between nomads, serves as a gate for increasing Dominance, and a percentage of it is converted into Modèle:Icon/h Horde Riders. The character with the highest Modèle:Icon/h Herd will become the culture head of its culture. Every 1000 Modèle:Icon/h Herd increases Modèle:Icon/g Gold income by 0.5 and if the character changes government it is converted to Modèle:Icon/g Gold.
Every nomad character has a herd capacity, which is determined by their title rank, level of fame and Nomadic capital buildings and upgrades. Going over the herd capacity reduces herd gain to only 5% of its normal value.
Herd is obtained through the land by exploiting its Fertility and through nomad subjects via their contracts. Every county in the Steppe regions has a Fertility ranging from 0 to 100. While the county is held by a ruler with Modèle:Icon/n Nomadic government its fertility will decrease until it reaches an Equilibrium value. While the county is held by a ruler with Modèle:Icon/h Herder government its fertility will increase. The Equilibrium increases with the number of baronies in the ruler's domain.
If a ruler is landless it will lose between 500 and a third of is Herd every 3 years.
Barter Goods
Modèle:Expansion Modèle:Main {{#section-h:Wanua|Bartering}}
References
<references /> Modèle:Mechanics navbox
