

Winter starts near the middle of October and its Severity slowly increases but it is not the same every year. One misstep could prove fatal in the wetlands.Īll baronies that are not near desert areas will suffer winter effects each year. It's easy for bandits to spot you in the open plains. Many travelers have been known to go missing in this forest.Īnything could be hiding among these hills.

Giving away a holding that cannot be controlled (not giving any taxes or levies) does not grant Stress regardless of traits. Feudal and Clan rulers can turn them into Castle holdings at the cost of 500 goldĬonstructing a Temple holding will raise Fervor by 1 and grant its county title holder 500 Piety regardless of which ruler funded it. Tribal holdings cannot be constructed.Upgrading a tribal holding requires 200 gold and 400 prestige.Upgrading a feudal/clan holding to level 4 requires 850 gold.Upgrading a feudal/clan holding to level 3 requires 700 gold.Upgrading a feudal/clan holding to level 2 requires 550 gold.If the county does not have a set of 1 Castle, 1 City and 1 Temple the missing holdings must be constructed first. Constructing a feudal/clan holding (Castle/City/Temple) requires 400 gold.Note: all costs listed below are before any bonuses/penalties. Constructing or upgrading a holding takes 5 years (before any bonuses/penalties). All holdings are constructed at level 1 and can be upgraded up to level 4. Baronies that are not a county capital can be granted to a Courtier when constructing holdings in a Vassal's county, the holder of the County title will automatically receive the holding once construction is complete. Constructing a new holding will create a title for that barony, which may be held or given to another character. The realm capital cannot be moved during a war.Įach barony may have a holding, which represents the main settlement inside it and is required to be able to use the barony. Each barony within the same de jure duchy as the realm capital will gain +10% Levies. The realm capital can only be moved once per lifetime unless it's the de jure capital of the primary title. The realm capital is the barony where a ruler and its court resides and is always inherited by the primary heir.County capitals can be changed when the owner of the county also has another holding in the county. Furthermore, if the county is also the capital of its de jure duchy, then the barony gains one further building slot for the Duchy building. County capitals allow the construction of an additional building and have +1 Fort Level. Its holding can never be destroyed and is always owned by the ruler who holds the county title. The county capital is the primary barony of a county.In this example, Chester is the county capital (1) and can become the realm capital (2). The holding window displays a barony's capital status.
