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Aardvark Bellay

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eriknm

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1) Is it considered 'easy mode' or 'hard mode' to start as a count in the middle of the not-yet-HRE (Old Gods)? In example in Swabia, East Francia, where you're mostly sheltered from the pagans but smack in the middle of Karling Central.

2) If I besiege a holding which has 500 defenders, does it make a difference if my stack has 501 or 1500 solders (provided no negative siege events take place)?

3) As time moves on, will certain county names change automatically? In example, if I start out in Old Gods then many counties in Saxony (eastern Germany) have Slavic names, but if I start out later they'll have Germanic names... so will the names eventually change from Slavic to Germanic while doing an Old Gods playthough?
 

Aardvark Bellay

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1) Is it considered 'easy mode' or 'hard mode' to start as a count in the middle of the not-yet-HRE (Old Gods)? In example in Swabia, East Francia, where you're mostly sheltered from the pagans but smack in the middle of Karling Central.

Comparably easy, as you're under the save shield of the east francian king. The worst part is infighting, claim/plot wars, revolts etc.

2) If I besiege a holding which has 500 defenders, does it make a difference if my stack has 501 or 1500 solders (provided no negative siege events take place)?

Having more troops speeds up sieging. Up to ten times as much i think. No need for more as far as i know.

3) As time moves on, will certain county names change automatically? In example, if I start out in Old Gods then many counties in Saxony (eastern Germany) have Slavic names, but if I start out later they'll have Germanic names... so will the names eventually change from Slavic to Germanic while doing an Old Gods playthough?

Yes, some counties have culture specific entries in the files which change the name accordingly, but only for the ones where it was historically most plausible and is most possible in pratice and of course by the mysterious way of PDS.
 

Dayni

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OK, so I have a few questions about certain parts of the game that I haven't really found a good explanation for. (Have the game for a while, only joined recently)

1. I have no idea how lunatic might trigger, consequences... Pretty much have no idea. Ca you either direct me to a thorough explanation or explain it here?
2. Is there any way to tell before the plotting screen a unit's place on the moral qualms "scale (like being able to see if they're amoral)?
3. Anybody have recommendations when playing a non-Norse pagan?
 

Drake_Hound

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Lunatic beside the negative modifier , allows you ridiculous funny choices in event sometimes , so basically that is it .
If you have high steward , diplomacy and theology martial and theology stats , you can also has bonus options for event choices .
Lunacy in no way will affect your character from runing a country , just events are sometimes out of your control .

2 No , just read what the plot does , always read what the plot does .
Sometimes your courtiers try to do beneficial plots for you , so make your own moral if it is wise or not . .
You only see the str % of the succes chance , using autoplot it will always succeed given time (something manually sometimes has problems with)

3 depending who you want to play , for more immersion , I would say use the ruler designer create your own cathar religion , play in alto aragon in the pyrenesse (border france spain) as Duke and slowly expand by getting rid of your liege .
To understand how everything work , second venice is also quite secure from prying eyes and invasion .
If you are quite new to it , need to micro scale the options , but the republic might seem daunty for starters .

engeland is a mess in the old gods , the situation you can run in to being overwhelmed , makes it a headache .
But doable once you really understand the game .
 

Drake_Hound

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Anyway in none ironman game use (left alt) (numpad) + , (numpad) 2 , (numpad) 1 to activate the console .
And remove the lunatic trait if it really bothers you so much with , remove_trait lunatic .
same for all the other RD negative traits , till they implement a 0 cost option for beginners .
 

BoleslavLev

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Ok, I´ve bought Legacy of Rome DLC for retinues. I quite understand how to build them etc., but I´ve read you can build special units and I can´t see those anywhere - do I have to build enough buildings to afford 500 men regiment? (In my case build druzhina training grounds - enough of them to have at least +500 heavy infantry from them?) Or is it just any heavy infantry I hire? Thx.
 

dogisnotgreat

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Do you need SoA for a heresy to replace the parent as the new orthodox? In my game the Ibadi have twice as many provinces as the Sunni but are still considered a heresy. I'm thinking of taking over Catholicism with my Cathar Italy but won't try it if it's not possible. (I don't have SoA if that's not clear enough :p)
 

brifbates

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Ok, I´ve bought Legacy of Rome DLC for retinues. I quite understand how to build them etc., but I´ve read you can build special units and I can´t see those anywhere - do I have to build enough buildings to afford 500 men regiment? (In my case build druzhina training grounds - enough of them to have at least +500 heavy infantry from them?) Or is it just any heavy infantry I hire? Thx.

Different cultures have different special retinue units available.

Everyone can build:

shock (400 hvy + 100 archers)
defense (300 pikes + 200 archers)
cavalry (400 light cav + 100 heavy cav)
skirmish (100 hvy + 400 archers)

There will be a 5th retinue option available for purchase on the retinue menu (may have to scroll to see it) that varies with your culture. For example, Italians can build Pike retinues (500 pikemen). Once you buy one it stays in action unless destroyed even if your culture changes.
 

FreeSoc

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If you wipe out raiders before they get back to their ships do you get back any money that they have accumulated, or do you not really lose cash in a raid?

I think you lose cash in a raid (unless it's a raid where the raiders won't get any money), but you don't get it back for attacking the raiders. The cash is in the boats, not the armies (unless it's a raid just over the border, in which case it instantly goes into the pagan ruler's purse).
 

tamius23

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I was under the impression you lost nothing from your treasury when you were raided; rather, the loot came from the province's populace.
 

eriknm

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1) Occasionally a member of my court will ask for my permission to duel. I always consent, which increases my reputation with the petitioner. This has happened every time so far. Is there a possibility of negative consequences, such as another member of my court being killed in the duel?

2) Before besieging a city, I can click it to check how much loot is outside the city walls or some such. Do I gain this loot upon having successfully ended the siege, or do I gain it continuously while besiegeing? If the latter is true, is there a way for me to check how much as been looted so far, and how much remains? I don't think the 'available loot bar' is accessible while the holding is besieged, but I may be wrong.

3) If I besiege a holding until it's at 10 % strength, then leave for two weeks to defend a position, and come back to resume the siege, will I be able to pick up more or less where I left off?
 

Stolen Rutters

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I was under the impression you lost nothing from your treasury when you were raided; rather, the loot came from the province's populace.
This is correct. The annual income from the province goes down by the amount looted (and slowly recovers only after the raid ends), but the treasury itself is not actually debited.
 

Finarfin

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I think you lose cash in a raid (unless it's a raid where the raiders won't get any money), but you don't get it back for attacking the raiders. The cash is in the boats, not the armies (unless it's a raid just over the border, in which case it instantly goes into the pagan ruler's purse).

It would seem more logical if seaborne raiders actually don't get the loot until they make it safely back to their boats. I envision it as them plundering the land and then making their getaway. If you can intercept them and kill them to a man they should get nothing.
 

Finarfin

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I have a vassal duke whose heir is a count in a different country. I have the warning about losing duchy outside of my realm when inherited. But if I have external inheritance disabled is this warning meaningless and can be ignored? How can this person even be the heir when he's not in my country?
 

yequr

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The Abassid Emir of Thessalonika is defending against a Host War for the Emirate of Krete - but I have taken over Krete in a Holy War years ago (not sure if the Duchy currently even exists though). What would happen if the Host were to win?
 

tamius23

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I have a vassal duke whose heir is a count in a different country. I have the warning about losing duchy outside of my realm when inherited. But if I have external inheritance disabled is this warning meaningless and can be ignored? How can this person even be the heir when he's not in my country?

It's a meaningless warning, but only because when the duke dies, the duchy will pass to the faraway count, who will become your vassal. I can only assume High CA disabling external inheritance doesn't affect this scenario.