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    EU4 Super proud of this Knights game, until I realized you couldn't found Jerusalem in the 3rd+ age.

    EU4 Super proud of this Knights game, until I realized you couldn't found Jerusalem in the 3rd+ age.


    Super proud of this Knights game, until I realized you couldn't found Jerusalem in the 3rd+ age.

    Posted: 25 Feb 2021 04:18 PM PST

    1.30 The Knights Guide a.k.a. How to share your tolerant views with the world by force.

    Posted: 26 Feb 2021 12:44 AM PST

    Hello everyone, I've tried to provide various people interested in playing the Knights with some tips and strategies for the early game, and have decided to compose it into a guide.

    Full disclaimer, I'm not the best at this game. I like to think I'm pretty good, but I'm nowhere near the likes of Florry or the other greats. With that said, I've gotten this strategy down to a science. I've found this to be a mostly reliable strategy, but as the Knights are in such a precarious position, you may still need or want to restart for better conditions.

    You might ask, why the Knights?

    There's a lot of answers to this question.

    • They're Occitan Catholics, but start with only one Greek Orthodox province, and will not get any accepted lands for quite a while
    • Their income is mostly dependent on raiding coasts in the early game, so it's a good practice in the deficit spending that other nations prefer, without the need to declare bankruptcy
    • Do you like building boats? No, well neither do I! I just take all my boats from my enemies
    • Theocracies are super fun in 1.30 with the addition of the new government reforms.
    • Forming Jerusalem gives you the religious casus belli, and you will have very few if an Catholic neighbors.
    • Humanist ideas + religious casus belli from forming Jerusalem is a super fun combination
    • Chartering a trade company province and immediately having the religious casus belli on the seller is even more fun

    Enough for the why. It's time to get into the how

    A Guiding Knight Through the Early Game

    General Outline

    Main Guide:

    • Important tips and tricks
    • How to deal with Rebels
    • Before unpausing
    • Befriend the Pope
    • Epirus, friend or foe?
    • The second 4th Crusade
    • Calm Before the Storm
    • Push back the Turks
    • The worst is behind us. Or is it?
    • Sell out the Venetians
    • Show the Mamluks who's boss
    • The Knights ideas or Jerusalemite ideas?
    • Early idea groups, pros and cons
    • How to min-max your tech upgrades
    • Theocracies are hilariously powerful

    Fun Extras:

    • Well they invited us, didn't they?
    • Some of you may die, but that is a sacrifice that I am willing to make.
    • Learn how to get the most out of your indigenous population!
    • How to make your friends hate even more.

    Important tips and trick

    • Always be raiding. This is your income for the early game.
    • **State all of your land. You're playing Jerusalem to have fun with the Theocracy mechanics, and with perpetual 0% average autonomy it would take until the mid 1600s to get to the final tier of government reform by the early 1600s. If you've got any sizable number of territories, you''ll be lucky to get that tier 8 reform by the early 1700s.
    • Sell off the light ships and transports that you steal. You steal an absurd number of ships, and you've gotta stay within a reasonable limit, though maybe not your naval force limit.
    • If you don't care about save scumming, make a save once you've gotten over the initial bump (beaten the Ottomans for the first time). It's easy for the run to go down the drain, and we're going to be playing fast and unstable.
    • Additionally on the save scumming point, theocracies get 5-6 options for their heir, but don't get to see the prospective heir's stats. These heirs are generate at the time the event pops up, and save scumming this lets you look at each of the one before deciding which one you want to buy.
    • Due to low religious unity, I recommend never hitting the increase stability button
    • You will convert so much lands that all of the papal bonuses (with the exception of curia controller) can be permanent.
    • Try to antagonize one religious and cultural group at a time. No need to make the Shiites hate you when you're already hated by the Sunnis.
    • Do not reveal new regions if you can help it. You must be able to see a nation's capital before you can accrue aggressive expansion, so don't reveal new lands until you're ready to expand into them.
    • Always have one large ally. It doesn't even matter if they're massively in debt. Just the ally itself is enough to ward off the earlier coalitions.
    • Governing capacity is a problem early, use the estate privileges to get around this
    • Religious intolerance is also a problem. Take the bourgeoisie privilege that gives + 2 tolerance, you won't regret it.
    • Aside from that, take what privileges you want.
    • Make your ruler and heir into generals. There's no extra death chance from being a general anymore, so you might as well see what they can bring to the strategy table.
    • Manpower is a precious resource, but quantity is not necessary, and potentially harmful. Instead, try to always have a mercenary company around to take the brunt of any combat.
    • Always have 1-2 diplomats improving relations.
    • Set your merchants in downstream nodes to increase your improve relations modifier with everyone in the node
    • Breaking alliances while separate peacing out your enemies is arguably as good as, if not better than the money for the same amount of warscore.
    • Because the Ottomans and the Mamluks are the same religion and the same culture group, and you will be raiding both of them, they will both forever hate your guts. Try to ignore this, and never let them form a coalition together.
    • You naval doctrine should be +33% ship capture chance. As the Knights, you want to stack this modifier. This your naval doctrine early.

    How to Deal with Rebels

    • Rebels are a real problem as the Knights. Byzantium alone produces 3-4 different kinds of separatists. It's awful.
    • So, when you're dealing with rebels, there are three thing to always keep in mind
    • If you ignore the rebels, will someone else deal with them? For example, Bulgarian rebels will run around in Ottoman Bulgaria, meaning that they're not your problem.
    • Do you need to fight now, or can they wait?
    • Wars are more important than rebels and oftentimes your allies in a war will fight your rebels for you. Try to let your allies bear your burdens when you can.
    • Do you have the manpower to fight them?
    • If not, have a fort garrison sally out the day before you would be fighting them.
    • There's also a trick (bug really) that lets you get manpower from this by splitting up the army from the fort the day that the battle is won. Select the armies in the battle before it finishes, and then select specifically the fort garrison. Split them up, and then either keep the regiments, or consolidate them into your army.

    Before unpausing

    • Begin improving relations with the Pope.
    • Start building 1 infantry unit in your capital, followed by 3-4 galleys. If you're lucky, those are the last ships you'll build all game (excluding a flagship if you have that DLC).
    • Look for potential allies. If there are none, start a spy network in Byzantium.

    Befriend the Pope

    • Improve relations with the Pope up to 75 relations, then purchase an indulgence
    • Time is off the essence, so don't purchase the indulgence earlier. If you do, you'll have to improve relations for another few months.

    Epirus, friend or foe?

    • At this point, you can see who the Byzantines have allied.
    • If they allied someone with a port, you should ally Epirus, and or Venice if that's an option.
    • Epirus is not your friend, even if they're your ally. You cannot afford to give them any land.
    • If you don't ally Epirus, they make for a very easy second war, as well as less land that you have to take from the Ottomans.

    The second 4th Crusade

    • Before this war, hire an admiral. If you want to be safe, save scum or reroll until he has 3 combat pips.
    • Park your fleet in the Aegean, and declare when you would be fighting either the Athenian fleet, or the Byzantine trade ships (Athenian fleet is preferred).
    • Your fleet is to stay in the Aegean until everything but Constantinople is occupied.
    • Repair ships as needed, but only 1 or 2 at a time, and specifically in Corinth or Athens, not in Rhodes.
    • Manually send your army to Athens.
    • Leave one regiment in Athens and send the rest to siege down Corinth
    • Once Corinth is sieged, hire a mercenary army (not the cheapest one, as they don't replenish fast enough to siege)
    • You will be over your force limit, but who really cares? It's not like you were making a profit anyways.
    • Here, the strategy splits

    • With Epirus

    • If you are allied with Epirus, you will want to let them get sieged down.

    • This is because you cannot let Epirus occupy any of the Byzantine lands, with the exception of Constantinople.

    • Epirus is a distraction, but they can make this war less painful.

    • Once southern Greece is occupied, follow the strategy for sieging Constantinople in the "Without Epirus" section.

    • If successful, you should be able to take all the land without a loss in trust, thereby getting around the "promised land but didn't give any" modifier that would prevent other offensive calls to arms under the promise of land.

    • Without Epirus

    • Without Epirus, you will want to force a fight as soon as possible so that the Byzantines can't get the numbers to beat you in a fight.

    • Start sieging once you've stackwiped them. *Once everything is sieged, now comes the siege of Constantinople. This is why you hired the mercenaries, as you need 10 regiments to comfortably siege Constantinople.

    • Put your fleet in Morea. This will cause the Byzantines to start shipping troops to Rhodes.

    • DO NOT ATTACK THE BYZANTINE FLEET YET!

    • Let them land the first stack. They will need 9 regiments (10 if you're lucky and got 2 early + stability events) on Rhodes to start sieging, and that's about as many as they have.

    • Once they start landing the army that would enable them to siege Rhodes, attack their fleet. If possible, repeat this action. If you can kill their transports, then they will have nothing left to defend Constantinople.

    • You can no afford to split up your fleet. Everything blockades Constantinople while the transports ferry troops. If possible, send ships to raid.

    Calm Before the Storm

    • In the peace deal, take all the Byzantine's lands (including Athens), and all of their money.
    • Do not start coring Constantinople. Instead, claim your mission reward, then core it with the reduction from the permanent claim.
    • The Byzantine army should become separatists in Rhodes, then upon being unable to siege Rhodes, they should despawn.
    • Do not dismiss your mercenaries. They are necessary for the first wave of rebels.
    • Do not release a vassal. You're so small, and your lands are so worthless to your right now that the vassal will just be disloyal. Better to have more allies for the coming war.
    • If you allied Epirus, immediately terminate your alliance.
    • If you did not ally Epirus, immediately terminate Epirus.
    • It's possible that Naples will be independent and without allies at this point. I recommend against attacking them, as they are stronger than you for now, and you don't want to risk your manpower or your ships.
    • Ally the pope if you can.
    • Ally Albania if Skanderbeg is still alive.
    • Ally an Ottoman rival that would accept a call to arms with the promise of land.
    • Try to ally the owner of Malta.
    • Raid Tunis and the Black Sea regions.
    • Only think of converting your lands if you can get your hands on an inquisitor (+2% missionary strength advisor).
    • Start up a spy network in the Ottomans. Preferably, we start this war before the Ottomans get their siege offense age ability.

    Push back the Turks

    • If you're lucky
    • Some of you may get lucky here, such as I once did, and have the Ottomans declare war on Albania.
    • If this happens, then congratulations, this war just got a whole lot easier.
    • Albania + allies + guarantors should be enough to beat the Ottomans in battle, and your fleet + the Venetian fleet should be enough to keep them in Anatolia once you've sieged Gallipoli (Gelibolu).

    • For the rest of you unlucky folks

    • You have to actually time your war.

    • The right time is dependent on the following factors

    • Who would come to defend the Ottomans?

    • Who would help you attack them?

    • Is your fleet (do not include allies) enough to beat the combined enemy fleet?

    • If not, would the galley combat ability from your mission be enough?

    • Do you somehow have a tech advantage over the Ottomans?

    • Did the mothball their fort in Gallipoli?

    • Is their entire army to the east of the Bosporus, fighting some other war? (If yes, maybe make a save at this point)

    • If you answered yes to enough of those questions, congratulations, it's time to declare war.

    • Try to copy the Byzantium strategy as best as you can. This war is a very similar war, but the Ottomans have gotten a few years to grow their muscles.

    • Blockade, siege, and try not to fight if you can't win. Once Gallipoli is sieged, you can start allowing small, easily beaten stacks to cross the Bosporous. If you do this, just fill in the blockade behind them and beat the army.

    • Do not let them or their allies siege Rhodes. You have to be able to protect both Rhodes and the strait, and you may have to split off more of your fleet to raid during the war.

    • This war has several end conditions.

    • If you've won, 100%, wait for rebels to spawn, then take as much land and money as you care to. Prioritize getting your land connection, taking one province in Anatolia, and securing the strait.

    • If you've only taken over Greece and the Balkans (or somehow all of Anatolia, as I once did in a solo war of opportunity), then take what you can, but focus on hurting the Ottomans. Once again, wait for rebels to spawn before offering peace.

    • If the Ottomans somehow got military access around the Black Sea, then you can try to siege on both sides, but I recommend ending that war and trying to hurt them as much as possible as soon as possible.

    • If this war goes south, revert to an earlier save or just try again from the start.

    The worst is behind us. Or is it?

    • Assuming that you got a chunk out of the Ottomans, there are now two problems.
    • The first problem is that Venice holds Corfu, which you will need in order to claim yourself to be the Latin Empire
    • This mission ranks you up to Empire rank, so hold off on taking it until you form Jerusalem, can increase your government rank as the Knights (that requires either the tier 4 or 5 government reforms), or if you really need the claims on the Balkans and Anatolia, take it.
    • The second problem is that you have to take on the Mamluks if you want to get Jerusalem and Antioch, and the Mamluks can't be cheesed like the Ottomans can be.
    • You've also weakened the Ottomans, which might make the Mamluks pounce on the opportunity.
    • Don't give the Ottomans military access to fight rebels.
    • If the vultures (Austria, Hungary, Poland, Mamluks, etc.) decide to attack the Ottomans, then give them military access and anything else that they ask for.
    • If things go well, and the Ottomans beat back the Mamluks, you might even be lucky enough to attack the Mamluks yourself.
    • Regardless, in his interim period, your goals are to ally a rival of the Mamluks who would help to fight them.
    • Ally the owner of Malta if you have not.
    • Break you alliance with Venice.
    • Survive the rebels.
    • Begin converting.
    • Maybe hire an advisor.
    • Sell excess, non-galley ships.
    • Get a spy network going in the Mamluks.

    Sell out the Venetians

    • This war is simple, but can be difficult.
    • If Austria is killing Venice, then congratulations, this war is practically free.
    • If someone like France wants to defend Venice, ally a local rival of Venice (typically Milan), and call them in on the promise of land.
    • Siege down Corfu, Crete, and the Aegean islands.
    • Let your Italian ally suffer under the crushing weight of whoever Venice has allied.
    • If the Austrians or anyone else controls Verona, siege down Venice.
    • The goal is to get Corfu, money, and any extra lands you can get. Maybe break an alliance or two while you're at it.

    Show the Mamluks who's boss

    • The goal is simple.
    • Beat the Mamluks in a fair fight, and take Antioch and the provinces required to form Jerusalem.
    • If possible, take your other claims too.
    • Even better than the other claims, try to take Sinai and the surrounding provinces, such that you can put a fort there to royally screw over the Mamluks.
    • How do you achieve this?
    • If you're lucky, they will be busy fighting the Ottomans, Qara Qoyonlu, or some other regional power.
    • If you're luckier, they will be out of manpower.
    • Regardless, don't underestimate them
    • Call in what allies will join you.
    • Maybe try baiting them across the Bosporus like with the Ottomans
    • Try to keep your army close enough together that they never try to attack into it.
    • If you can siege Cairo, you can get pretty much anything you want from them.
    • If you win this war and thoroughly weaken the Mamluks, then congratulation, your game as the Knights has finally reached a solid foundation, and you're free to expand as you want in any and every direction. Go colonial if you want.

    The Knights ideas or Jerusalemite ideas?

    • Here, I will contrast the basic pros and cons of the two idea groups. I think both groups are great, but different runs will want different things. Additionally, I think that Jerusalemite ideas scale generally better than the Knights'

    • The Knights

    • May raid coasts of other religions

    • +5% discipline

    • +25% fort defense

    • +15% manpower recovery speed

    • +1 diplomatic relation

    • +20% galley combat ability, +15% ship capture chance

    • -2 national unrest

    • +50% naval force limit

    • +.5 yearly army tradition

    • +2 yearly papal influence

    • Jerusalem

    • +2% missionary strength

    • -25% missionary maintenance

    • +1 yearly legitmacy, +1 yearly prestige (note, does not give devotion)

    • +2 yearly papal influence

    • +5% discipline

    • +1 missionary

    • +1 land leader shock

    • +25% fort defense

    • +2 diplomatic reputation

    • +25% national manpower modifier

    • Other modifiers to consider

    • as these ideas do not exist in the background, these are all the relevant modifiers that the Knights will receive from their missions, decisions, and location that would influence your decision of which idea group to take (note, this excludes government reforms and the various Catholic decisions that grant missionary strength).

    • Rhodians and other Greeks in the Order: +5% national manpower modifer, +15% garrison growth, +25% garrison size

    • Restored Hospitaller order: +10% morale of armies, +10% national manpower modifier

    • Converted the Holy Land: -25 missionary maintenance cost

    • Archbishopric of Alexandria: +1 yearly papal influence

    • Ark of the Covenant: +1 yearly prestige, +1 yearly legitimacy, +1 yearly devotion, +0.5 yearly republican tradition

    • Tablets of the Tend Commandments: +1 yearly papal influence, +1 monthly fervor, +0.5 monthly church power

    • Crusade Against Piracy: +10% morale of navies, +15% trade ship power

    • Guardians of the Fountain of Youth: +15% average monarch lifespan

    • +2 missionaries from owning Jerusalem and Mecca

    • Which to choose?

    • As can be seen here, the Knights are stronger on the seas, but Jerusalem is better at converting.

    • In my opinion, Jerusalem is better, if only slightly. Jerusalem will convert lands rapidly enough that you can quickly achieve +100% religious unity, making up for how much the Knights suffer early on from low religious unity. Additionally, the difference your tolerance of the true faith and your tolerance of other religions should be larger than 2, so the rapid conversion of Jerusalem will contribute more to having your core lands be more stable, and will help to stabilize new conquests faster, even if you may have to deal with a few more rebellions

    • Additionally, as Jerusalem and the Knights, you will be fighting so much that maintaining 80-100 army tradition might happen simply by accident, which makes the extra pip from Jerusalem more useful than the +.5 army tradition from the Knights. The Extra manpower is nice too.

    • Lastly, unless you're doing an exodus run, the need for a powerful navy quickly declines are soon as you deal with your immediate neighbors in the Ottomans and the Mamluks. Sure it's nice to have a strong navy, but once you're strong enough, any more is really just overkill.

    • In the end, it's up to you. If you've made it to this point, then you've followed the rails to this point, and you can play how you want to play from this point on.

    Early Idea Groups (+ == pro, - == con, ++ > +)

    • These are my insights for the first 4 idea groups. Anything after, and you should be well enough off that you could take maritime ideas if you wanted

    • Administrative

    • + core creation cost reduction

    • + governing capacity

    • + admin tech cost down

    • + policy with influence

    • - you have enough manpower modifiers that mercenaries will fall off for you

    • - other ideas are mostly bad

    • - does nothing to resolve the immediate problems facing the Knights at game start

    • - expansion into the Mamluks and Ottomans is slow without truce breaking, so you may struggle to spend all the admin points you save

    • Good for expansionists, but difficult to utilize early, and you're accepting that rebels will be a constant problem

    • Economic

    • +++ Everything in this idea group is at least good

    • -- Everything revolves around money, which is covered by raiding.

    • Great idea group for a tall game, but it doesn't solve your early problems

    • Expansion

    • No pros, no cons. If you want to go to the New World, be my guest.

    • If you want to be Jerusalem in the New World, Forming Jerusalem with the three provinces required to form it lets you move your capital to the New World.

    • Go declare your religious war on the Native Americans. As if they don't have enough problems as it is

    • Humanist

    • + religious unity

    • + tolerance

    • + unrest reduction

    • + improve relations

    • + idea cost reduction

    • + years of separatism down

    • Great policies, especially with diplomatic

    • Overall an amazing idea group, which pairs wonderfully with the Knights' ideas.

    • Less synergy with Jerusalemite ideas, but still a great pair

    • +∞ Humanist with religious casus belli is something else.

    • Religious

    • + an extra missionary

    • + missionary strength

    • + papal influence

    • + tolerance of the true faith

    • + missionary maintenance cost

    • + culture conversion cost

    • + some great policies, possibly better than Humanist policies

    • - Deus Vult is bad because you already have it. Unless you're not a Catholic Jerusalem, but why would you be a Catholic Jerusalem

    • Innovative

    • some niche uses, but it doesn't solve your problems.

    • Some great policies, but it's hard to justify innovative over other idea groups

    • Most benefits can be achieved through policies of other idea groups, or by spending money (defender of the faith reducing war exhaustion)

    • Diplomatic

    • Best idea group in the game

    • ++++ Two diplomats to improve relations

    • ++++ Increased improve relations modifier

    • ++++ War score cost reduction (you will be stacking this, so it's even more amazing)

      • Other stuff is cool too I guess
      • decent policies, and amazing policy with humanist
    • Combined with the province wars core cost reduction that Catholic theocracies can get (10 + 15+ 30), diplomatic lets you achieve -75% province war score cost (-90% is possible if you're crazy and manage to flip to a Mongolian culture before forming Jerusalem).

    • Influence

    • Diplomatic, but worse

    • I have nothing else to say. You integrate faster and save bird mana.

    • Espionage

    • The aggressive expansion impact is nice, as is the diplomat, but aside from that, this idea group is mediocre

    • No need for claims when you have Jesus telling you to go beat up your neighbors to show how much you love them.

    • Exploration

    • There's actually a hilarious thing you can do with Exploration + Expansion that I'll get into later. Regardless, it's hard to even reach the New World unless you manage to exploit an unlucky North African Nation.

    • Maritime

    • Get out of my guide

    • Maybe if you want to be a naval superpower while only owning all of the islands of the islands of the world (but only the islands), this would be good. But if you're not doing Florry's old Knights playthrough, maybe you want to be like everyone else and never touch this idea group.

    • Trade

    • Hilariously powerful once you start taking over Asian trade, but not great before that point

    • At the earliest, this is a 4th idea group pick

    • Real good policies though

    • Military idea groups

    • Do not take any military idea group before you reach military tech 10.

    • If you really have to, then don't fill out the idea group. Just take what you need to not waste points

    • Your bonus 10% morale from the Restored Hospitaller Order comes in clutch to give you an early edge even without a military idea group.

    • Aristocratic

    • Oh Aristocratic, I will not miss you when you get replaced by Divine ideas for theocratic nations.

    • Aristocratic is not for a nation is such dire straits as the Knights.

    • It is again the case of everything is technically useful, but it's not like you're solving any of your problems.

    • If you take Aristocratic as your first military idea group in this playthrough, you're fixing up your shoddy door while your house stands in ruins around it.

    • Defensive

    • Have you ever wanted to experience Pyrrhic victory after Pyrrhic victory? Then this is the idea group for you

    • Watch as your men bravely march into battle, dying one after another

    • The enemy will be so scared by their undying (well...) devotion to you, that they'll run in terror as your men lay dead, scattered all over the battlefield.

    • You don't have the manpower for this as your first military idea group. Come back to it later for shenanigans.

    • Naval

    • I'm serious, get out

    • The one thing I can see naval doing is that with diplomatic ideas, you can get a policy to get +33% chance to capture enemy ships. Combine this with the +15% that the Knights get, the +33% from the Tier 2 government reform, and the +33% from the naval doctrine, and you have +114% chance to capture enemy ships.

    • It's really nice of your enemies to consider how much you like boats when they start building their navy.

    • Offensive

    • The best military idea group for Jerusalem, in my opinion

    • As I mentioned earlier, you'll have high army tradition, so the pips help to get you better generals. As some of you may know, your generals receive their bonus pips first, then the pips that they were generated with are randomly distributed between their states, up to a maximum of 6 per stat. If you reach 6 in that stat, then the pip is given to a different stat.

    • Siege ability and the policies are nice too, I guess

    • Early general pips help to win battles with few casualties, as does discipline

    • Plutocratic

    • I don't know why you did this, or even how, but I'm impressed.

    • You're also clearly not using this guide, so I don't know what you're doing here.

    • Quality

    • Good, but the naval bonuses fall flat

    • Good policies, but not as good as other military policies

    • Combat ability doesn't reduce damage taken like general pips

    • Quantity

    • A great pick if you find yourself struggling with manpower, but I find it falls off in the mid to late game

    • Take it if you need it

    • It does have some great policies

    • If you can get by without it, then I would recommend against quantity

    How to min-max your tech upgrades

    • This section is for anyone who doesn't know this trick yet, but it boils down to stacking tech cost reduction modifiers by being behind on time.
    • Basically, the behind on time modifier persists even after you have purchased a technology, but it does go away the month after you got the technology.
    • So while waiting to embrace an institution, spend your admin and diplo mana on other things, such as expansion, development, or culture conversion.
    • Once you're 4-5 techs behind (never delay an idea group, an admin efficiency tech, or the imperalism casus belli tech), get a spy network in a nation that is ahead of time on tech.
    • Once you're at 100% spy network and close to hitting your maximum mana (1200-1300 is the typical range for being ~30 years behind on an institution), embrace the institution and spend all of your mana on teching up.
    • This comes at the cost of corruption and lower income and innovativeness than your neighbors, but it's also the consistently lowest tech cost (and therefore fastest expanding) way to tech up.

    Theocracies are hilariously powerful

    • Here, I just want to make a quick list the government reforms that I personally love as Jerusalem.
    • Tier 1: Crusader State
    • Exclusive to Catholic Jerusalem
    • +15% manpower recovery speed
    • Permanent casus belli versus neighboring heretics and heathens
    • That's right, the single best part of religious ideas, as a tier 1 government reform, plus some manpower
    • Tier 2: External Mission
    • +10% manpower recovery speed
    • nothing special, just more manpower
    • Tier 2: Mission on the High Seas
    • +20% national sailors modifier
    • +25% naval force limit
    • +33% chance to capture enemy ships
    • Really important early reform for the Knights, and it sets up your navy for the most critical part of any aggressive Knights game.
    • Tier 3: Combat Heresy
    • +10% morale of armies
    • Tier 4: Monastic Brewers
    • +10% good produced modifier
    • +75% production efficiency of grain
    • +50% production efficiency of wine
    • Tier 6: Open Public Election
    • +20 max absolutism
    • Works like the Dutch Republic
    • Miltarists vs Theocrats
    • When Militarists are in power:
    • +20% manpower recovery speed, +50% army tradition from battles, -15% province war score cost vs other religions When Theocrats are in power:
    • +2% missionary strength
    • +2 tolerance of the true faith
    • +0.5 yearly devotion
    • Tier 7: Church and State
    • +1 free policy (for each category)
    • Tier 8: One State Under God
    • -30% warscore cost vs other religions
    • Tier 8: The Global Crusade
    • Simplified: can declare war on heathens to convert them to your religion
    • With Deus Vult, you can declare a religious war on any heretics and heathens anywhere in the world, not borders required.

    Fun Extras

    • You've made it this far, here are some fun highlights of my Knights -> Jerusalem campaigns, and things that you could experience for yourself!

    Well they invited us, didn't they?

    • For those of you who didn't know you could do this, charter company is a feature that came with Dharma that lets you purchase a province in a trade region for a large sum of cash. Threatened nations will refuse to sell, as well as any nation that is too powerful, and they will not sell provinces that are too close together. The province also has to be on a different continent from your capital.
    • The idea here is to relocate your capital to Constantinople the moment that you form Jerusalem, this way your capital will be in Europe instead of Asia.
    • You should do that anyway, since it's a better province.
    • Anyway, once you get your hands on Sinai, get yourself some vision of the Horn of Africa. Use this vision, as well as some however much money it takes to charter a trade company in the horn of Africa (typically a little less than 1k).
    • Begin construction on an Indian Ocean transport fleet
    • Get vision on the coast of India
    • Charter your company.
    • Once your fleet is built, declare war on your new neighbors
    • For added fun, don't bother converting your new lands. Instead, add every new province to a trade company
    • This will prevent institutions from spreading via your new provinces
    • For even more fun, don't kill your neighbor in Perisa.
    • Instead, rival them and set your opinion to hostile
    • This will slow down institution spread to the East even further, thus allowing you to show your obvious supremacy to the many unfortunate locals of Asia.
    • Once again, reveal regions as needed.
    • Depending on how you do this, you can invade all the different trade regions one after another, or you can consolidate them one node at a time.

    Some of you may die, but that is a sacrifice that I am willing to make

    • Here, we will look into the absurd heights of morale that the Knights can reach.
    • Your bonuses are:
    • 10% restored Hospitaller order
    • 5% defender of the faith
    • 10% 100 prestige
    • 10% 100 power projection (you get a lot from killing the Ottomans and the Mamluks)
    • 25% 100 army tradition
    • 10% combat heresy government reform
    • 20% Elan (yes, this requires you to form France (alternatively, form Prussia, because who am I to tell you what to do))
    • 10% morale advisor
    • 15% Defensive ideas
    • There's a couple more bonuses you can stack, but +115% land morale before any events and more temporary sources of morale is pretty absurd.
    • This actually makes tech 15 an insanely powerful tech for the Knights, as the + 1 before these modifiers means that you start battles with over double the morale of your enemies.
    • You will occasionally lose an army because everyone died. I bet that's never happened to you before.

    Learn how to get the most out of your indigenous population!

    • This is for those of you out there who want to play the colonization game as Jerusalem.
    • Once again, you're gonna have to move your capital to Constantinople (or any coastal province).
    • It gets even better if you form France.
    • Here, we are maximizing the assimilated natives bonus
    • A quick bit of math, the amount of bonus goods produced that results from assimilating the native population in a colonizable province is:
    • bonus = native population / 20000
    • The humanist-exploration policy gives you an extra 50% bonus to this number
    • The Native Trading Policy will give you an additional 50%
    • Tier 2 government reform "Mission to Civilize" will give you an extra 35%
    • French ideas will give you another 50%
    • So you can make your natives nearly 3 times as productive as the other lazy colonizers would.
    • Think about all the goods that these uncivilized people could produce for you.
    • Think about all the materials that you could get them to extract for you
    • And all you have to do is "assimilate them" a little better than the other colonizers, and you get a slave population indentured workforce population of loyal patriots who will happily toil three times as hard for no extra benefits!

    How to make your friends hate you even more

    • Here, we are going to learn how to make proper forts.
    • Not those sissy ass forts that everyone else gets, no, we're making super forts.
    • This all rests on getting the Rhodians and other Greeks in the Order modifier, for that sweet, sweet +25% garrison size.
    • Combine that with +25 garrison size from quantity ideas, and +10% garrison size from the innovative quantity policy, and you have 60% larger garrisons.
    • That means your enemy requires 60% more men to siege that fort.
    • But wait, there's more
    • With 25% fort defense from your ideas,
    • 20% more fort defense from defensive ideas
    • up to 30% more fort defense from the defensive policies with influence, innovative, and espionage
    • 10% more fort defense from power projection
    • 33% more fort defense from the state edict, and +20% from the advisor
    • You can get yourself forts with +118% fort defense BEFORE local modifiers
    • Add in the local modifiers
    • +15% from ramparts
    • +25% from mountains
    • +15% from salt (idk if there's a salt producing mountain province)
    • You could get yourself up to 173% bonus fort defense in a province with a 60% larger than normal garrison.
    • Tell your friends off and laugh as their armies bleed to death on your mountain forts.

    Anyway, I hope everyone who reads this guide can enjoy a nice, fun, and maybe even relaxed Jerusalem campaign.

    Have fun crusading everyone! If

    submitted by /u/EpilepticBabies
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    My Florence > Tuscany > Italy game

    Posted: 26 Feb 2021 12:15 PM PST

    Yeah... I don't think Nogai is okay tbh

    Posted: 26 Feb 2021 09:16 AM PST

    Officially hit 50% achievement completion! Only 155 more to go!

    Posted: 26 Feb 2021 06:26 AM PST

    I got The Pheasant Strut Achievment!

    Posted: 26 Feb 2021 12:27 PM PST

    guess that's the game's revenge for my 3 PUs

    Posted: 26 Feb 2021 04:44 AM PST

    Restored Mongol Empire

    Posted: 26 Feb 2021 06:29 AM PST

    I failed at restoring the Roman Empire, but I'm proud of my Milan game.

    Posted: 26 Feb 2021 08:41 AM PST

    This is where the fun begins

    Posted: 26 Feb 2021 08:29 AM PST

    This is usually strange in itself, but when the Ottomans don't have a single port beyond the eastern Mediterranean...

    Posted: 26 Feb 2021 12:44 PM PST

    First playthrough with the Art of War DLC; went really well.

    Posted: 26 Feb 2021 01:17 PM PST

    Found a Unicorn in AI Italy

    Posted: 26 Feb 2021 10:15 AM PST

    My finished Anglophile run!

    Posted: 26 Feb 2021 09:19 AM PST

    I don't like trains but i like trade

    Posted: 26 Feb 2021 06:07 AM PST

    A lovely catholic Austria-Hungary! Wait...

    Posted: 26 Feb 2021 12:06 AM PST

    Why don't we have developer diary or patch note stickies in this sub?

    Posted: 26 Feb 2021 06:16 AM PST

    I understand that there is a limit of 2 stickies, and I appreciate that "which country, what year" is a fun game to play for many. But I would personally appreciate the sub a lot more if there was a stickied discussion about the latest developer diary or patch notes.

    I think the dev diaries generate more discussion than the current sticky topics, and it would be beneficial for the sub if they could be visible for more than a few hours before being replaced by memes.

    Am I alone in being more interested in discussing the latest developments about the game? Or perhaps there is a sister sub for these discussions that I am not aware of?

    submitted by /u/WarpingLasherNoob
    [link] [comments]

    Other people use these to make great music... I decided to combine two of the scariest things

    Posted: 26 Feb 2021 09:42 AM PST

    The End of the Ming Empire!

    Posted: 25 Feb 2021 07:44 PM PST

    Hunting accident: the good ending

    Posted: 26 Feb 2021 02:33 PM PST

    dun dun dun.. tables have turned

    Posted: 26 Feb 2021 06:14 AM PST

    I used to be scared of AE

    Posted: 26 Feb 2021 06:20 AM PST

    But then I played as prussia. 148% discipline lmao

    submitted by /u/porn53653
    [link] [comments]

    A suprise sure, but a welcome one...

    Posted: 26 Feb 2021 08:43 AM PST

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